Showing posts with label Carrion Crown 46-50. Show all posts
Showing posts with label Carrion Crown 46-50. Show all posts

Monday, January 7, 2013

Carrion Crown Session 50


Session 50
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party has only recently triumphed over the gang of trolls that had occupied Caromarc's gatehouse.
 SOLAR CE’NEA: Solar says to his companions, "Johan, Can you perhaps used the spyglass to look from the top floor to where we might be heading or perhaps to see if you can see where the Beast ended up?
 DUNGEON MASTER: Each of the towers has large, pointed stones piled at the top, similiar to the ones previously thrown at the heroes.
 JOHAN D’ALMENTA/MESODIAS: Johan nods to Solar's suggestion as he approaches the edge of the tower to look out at the remaining buildings with the spyglass.
Perception check: 1d20+12 = 24 (+26 vs. humanoids)
 JOHAN D’ALMENTA/MESODIAS: "Hmmm, this might be a good use of the smokesticks if we encounter more trolls prepared to throw the stones at us from the roof of the towers." Johan peers through the spyglass looking for any sign of movement. Solar turns to Solar and Grundig, "Do either of you know if trolls can see in the dark without difficulty? Just wondering if it might be worth sneaking up to scout."
 DUNGEON MASTER: Johan inspects the buiildings to the north.

To the north of the tower extends a broad stone terrace has no rails at its edge. To the north, a stone bridge arches above a waterfall that drops into the river two hundred feet below.  A medium canine figure--similiar to the construct encountered at Vorkstag & Grine's-- keepds watch on the north side of the bridge.

Little else of note can be seen.  The rope bridge certainly does look rickety and dangerous.
 SOLAR CE’NEA: SOlar says my friend Trolls can see in almost anything, they also have scent as well as darkvision and low light
 JOHAN D’ALMENTA/MESODIAS: "This will be most troublesome." Johan explains his observations to his companions as he remains on the rooftop overlooking the area before them.
 JOHAN D’ALMENTA/MESODIAS: "Do you think the golemhound friend or foe? I have a perfect vantage point to snipe the shit out of it before it reaches our rooftop," replies Johan as he waits for a consensus on what to do next.
 GRUNDIG: grundig checks the troll for dog bites

heal check 1d20+8=25
 SOLAR CE’NEA: SOlar does a knowledge check Arcana to try and remember what he knows about these golem dogs.  Specifically weakness that they could use to get past it, either by stealth, deception or the best way to fight it. Know Arcana 1d20+16=35
 DUNGEON MASTER: Some of the trolls do indeed have small scars consistent with a large canine jaw.
 GRUNDIG: grundig makes grouling noises and points at the troll.
 JOHAN D’ALMENTA/MESODIAS: "Interesting. Perhaps we could show it the bodies of the trolls we have killed and try and speak to it. Ofcourse being prepared to kick its ass if it approaches too quickly."
 GRUNDIG: grundig drags the troll to the door and points out side
 DUNGEON MASTER: While they are rummaging about looking for something to feed the dog, the heroes notice a stained and ragged gray tunic with blue trim jumpled in with the other rubble in the barricade.
 SOLAR CE’NEA: SOlar says he thinks that this might be a tunic of a guard of the castleand it might be worth johan putting it on to get past the Hound.  He is hoping that guards could walk in and out without being hastled by the hound. Solar cast presditiation on the tunic to clean it up.
 JOHAN D’ALMENTA/MESODIAS: "I will volunteer to wear the tunic and pass as a guard or employee of the castle." Johan places the tunic over his chainshirt and sheaths his longsword as he prepares to approach and befriend the golemhound. "Hope this works," he looks out towards the hound as he prepares himself.
 GRUNDIG: grundig makes his way over the baricade after Johan
 SOLAR CE’NEA: SOlar lets his companions know all he knows about the hound and says I can hit him with a Ray of frost if he doesn't let us through which should slow him somewhat so you johan and mesodius can attack with their magical weapons
 JOHAN D’ALMENTA/MESODIAS: Johan carefully picks his way over the makeshift barricade of rubble before walking a few paces forward towards the hound. Johan whistles softly to the dog, loud enough for it to hear over the constant roar of the waterfall in the distance. He gestures with his fingers for the hound to approach, attempting to use wild empathy to befriend it without knowing if he could create a bond with such an abomination. "We have killed a few of these trolls, those behind me are our friends and not to be harmed."
Wild Empathy: 1d20+7 = 25 (if applicable)
 SOLAR CE’NEA: Solar is prepared to fire his Ray if frost at a moments notice
 DUNGEON MASTER: Strings of drool fall from the thing's jaw.  It issues a low, gutteral growl, and its tail swishes from side to side.
 JOHAN D’ALMENTA/MESODIAS: "Good boy, I mean girl, err thing." Johan turns to his companions, "Good idea, seems to work."
 GRUNDIG: grundig moves through the doors and stands just behind Johan
 DUNGEON MASTER: The thing's tail continues to swish back and forth as Johan and his companions step forward.
 DUNGEON MASTER: The party moves forward slowly across the slender stone bridge that arches gracefully over a roaring waterfall here, linking the gatehouse to a fortified manor house clinging to the cliff on the far side.

The arched bridge ends at a small cobbled terrace with a curious looking iron door depicting a scowling sun being devoured by ravenous clouds. To the left, two hundred feet below, a huge waterfall plummets into the depths.
 JOHAN D’ALMENTA/MESODIAS: "Let me check the door out before we all approach." Johan stealths forward in order to inspect if the door is trapped and locked.
Stealth check: 1d20+14 = 21
 DUNGEON MASTER: Johan sucessfully moves across the bridge.  The golem dog is noticibly more hostile to the group standing at the south end of the bridge, once Johan is separated from the group.
 GRUNDIG: grundig moves up about halfway across the bridge
 SOLAR CE’NEA: Solar suggests That they all move as a group or else the Hound is likely to see us as a threat that is seperate from the tunic wearing guard (johan)
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the door for concealed needle traps or magical runes before testing if it is locked.
Perception check (traps): 1d20+12+3 = 30
 DUNGEON MASTER: As soon as Johan moves so that he is no longer standing between the golem hound and the rest of the group, the golem hound howls and leaps to attack.

[Initiative please.]
 JOHAN D’ALMENTA/MESODIAS: Johan Iniative check: 1d20+4 = 9
Mesodias Intiative check: 1d20+4 = 12
 SOLAR CE’NEA: Solar Initiative 1d20+7=20
 GRUNDIG: initiative 1d20+4=22
 GRUNDIG: grundig holds off untill Johan acts
 SOLAR CE’NEA: Solar readies a ray of frost until after Johan acts
 JOHAN D’ALMENTA/MESODIAS: Mesodias, seeing the hesitation in his companions holds his guard but only just as he stands there ready to arm himself if the beast attacks.
 JOHAN D’ALMENTA/MESODIAS: Johan moves in between the hound and his companions to disarm the situation. "Shhh, calm down boy. These are friends do not attack."
 DUNGEON MASTER: THe dog back down and flicks its tail, drooling and growling gutterally all the while.
 DUNGEON MASTER: [Off rounds.]
 SOLAR CE’NEA: SOlar says to his companions, Gentlemen, if the hound has protected this entrance so well, perhaps all is well inside and e could just knowck on the door.  Just a thought?
 SOLAR CE’NEA: Solar tires to see (from a safe distance) if there are any recent markings on the hound indicating it has been in a fight.
 JOHAN D’ALMENTA/MESODIAS: Johan picks up a stone from the ground before tossing it into the air, out over the ledge and over the river before commanding the golemhound to fetch.
 DUNGEON MASTER: There are no obvious markings on the hound to indicate he has been in combat recently.

The dog growls and wags its tail at Johan.
 JOHAN D’ALMENTA/MESODIAS: Johan gestures with his hand for the hound to approach the door.
 JOHAN D’ALMENTA/MESODIAS: "Come on, follow me to the door."
 DUNGEON MASTER: The hound dog backs up about 5', but stays facing Johan and the group.
 JOHAN D’ALMENTA/MESODIAS: Johan continues to move forward, ushering the hound to approach the building to the north. Johan will stand beside the hound as he inspects the door for traps.
 DUNGEON MASTER: The hound moves increasingly reluctantly northward with Johan, never taking its eyes off the group clumped together in the middle of its bridge.
 DUNGEON MASTER: Johan inspects the door for traps, but discovers none.
 JOHAN D’ALMENTA/MESODIAS: Johan firmly knocks on the door several times as he waits for some kind of reply.
 DUNGEON MASTER: The sound of Johan's knock is quite weak against the roar of the waterfall below. However, looking around, Johan notices a hidden bell pull hanging by the eastern side of the door.
 JOHAN D’ALMENTA/MESODIAS: Johan rings the bell several times to attract the attention of anyone left inside.
 DUNGEON MASTER: While Johan waits, a previously concealed view port above opens, and then quickly closes.  A half a minute later, the door opens, pushed forward by invisible hands.
 DUNGEON MASTER: A huge portrait hangs above an enormous, lit fireplace in this large entry chamber. A set of steep stairs rises to the right.
 JOHAN D’ALMENTA/MESODIAS: Johan hesitates not sure what to expect, "Um, good evening? May I ask who is there?"
 JOHAN D’ALMENTA/MESODIAS: "I also wish to inform you that we have dealt with a few trolls that were troublesome if that influences your next actions" replies Johan into the somewhat empty room before him.
 DUNGEON MASTER: Silence greets Johan's query.  The room is luxuriously furnished, with oak doors, brass fittings, and plenty of sconces for torches.  There is still a good deal of light coming down from the windows.
 GRUNDIG: grundig moves foward into the room checking for traps around the room on the floor and walls

perception 1d20+14=20
 SOLAR CE’NEA: SOlar suggests to the others that they go forward into the room but keeping Johan between the golem hound and them
 SOLAR CE’NEA: SOlar moves into the room too
 DUNGEON MASTER: Before he takes more than half a step into the room, Grundig notes a large shape lurking under the stairs-- a strange animated object of metal and hooks and flesh.
 JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to follow Solar into the well lit room.
 JOHAN D’ALMENTA/MESODIAS: Mesodias follows his companions quickly into the room.
 GRUNDIG: grundig moves  to the western wall
 JOHAN D’ALMENTA/MESODIAS: Johan enters the room, attempting to use the tunic to ward the animated creature.
 SOLAR CE’NEA: Unless the metal thing attacks Solar does a perception check for looking around the room Percpetion 1d20+7= 24.  Particularly the painting and the fireplace.  He will aslo detect magic around the room.
 DUNGEON MASTER: Now that they have entered the room, the thing under the staircase can be more clearly seen.  Although predominantly a thing of metal and wire, this construct has some organic parts that seem more for decoration than for a purpose. It currently rests itself upon two huge, scythe-like forearms.
 JOHAN D’ALMENTA/MESODIAS: "Stand down these are my companions! Make yourself useful clean this place up or something." Several trails of swear bead off from Johan's forehead as he attempt to act with confidence looking at the gleaming scythes-like forearms of the animated construct.
 JOHAN D’ALMENTA/MESODIAS: swear = sweat
 DUNGEON MASTER: The portrait above the fireplace is of a white haried man--it shows him as a deeply curious scientist, surrounded by objects in a museum. It is apparent that this paiting was made here at castle Caromarc--through a painted window behind the figure one can see a long, slender bridge standing exactly where the rope bridge now dangles.
 DUNGEON MASTER: The creature eyes Johan from under the staircase, but does not move from its resting position.
 DUNGEON MASTER: Solar discovers no traces of magic or of secret compartments.
 GRUNDIG: perception 1d20+14=24
 GRUNDIG: checking to see if any of the objects in the window match the description of the object stolen from the museum
 DUNGEON MASTER: The creatures in the background appear to be weird, stuffed and perhaps preserved creatures, including a pair of ice mephits, a bugbear, and several large spiders.  Grundig discovers no sign of anything resembling the description of the Seasage Effigy.
 DUNGEON MASTER: The painting looks pretty valuable.
 JOHAN D’ALMENTA/MESODIAS: "What I would like to find would be more of these uniforms so we all can move about freely," says Johan. "Which door or staircase did you want to go through? I will keep between you and 'it'?"
 JOHAN D’ALMENTA/MESODIAS: Johan moves over non-threateningly next to the animated construct.
 GRUNDIG: checks the door closest to him for traps

perception 1d20+14=18
 DUNGEON MASTER: The construct eyes Johan balefully but does not move.  A tendril of yellow goop dribbles from one the organs on its left thigh.
 JOHAN D’ALMENTA/MESODIAS: Johan shivers as he stands tentitively before the killing machine. He holds his breath praying to Gorum not to tempt fate.
 DUNGEON MASTER: To the best of his ability, Grundig inspects the door for traps and discovers none.
 GRUNDIG: grundig checks as best as he can for traps on the door to the east

perception 1d20+14=33
 DUNGEON MASTER: Grundig discovers no traps here either.
 GRUNDIG: grundig moves to the side and points at the door and then points at mesodies
 JOHAN D’ALMENTA/MESODIAS: Mesodias move to the eastern door and opens it.
 DUNGEON MASTER: The door opens
 SOLAR CE’NEA: Mesodius perhaps go down the end of the corridor and we will follow.
 GRUNDIG: grundig opens the door to the north
 JOHAN D’ALMENTA/MESODIAS: Johan instructs Shadow to enter the safety of the hallway.
 DUNGEON MASTER: The door scorches somewhat under Grundig's touch.  The door opens to reveal a room with many shelves crammed with books. A comfortable leather chair sits in the room’s center.
 GRUNDIG: grundig opens the door to the south
 DUNGEON MASTER: This room is crammed with taxidermied animals and stuffed heads.
 JOHAN D’ALMENTA/MESODIAS: Johan moves closer just in case he needs to position himself in between any automated threats they encounter.
 JOHAN D’ALMENTA/MESODIAS: Johan closes the door next to Shadow before moving to open the door closest to Mesodias.
 DUNGEON MASTER: A billiards table fills up most of this chamber, and a rack of cues on one wall. A brass and gold score checker hangs by the door.
 JOHAN D’ALMENTA/MESODIAS: "This guy definately had style, I gave that to him. Maybe another time," says Johan.
 JOHAN D’ALMENTA/MESODIAS: Johan moves forward quickly to inspect the room to the north.
 DUNGEON MASTER: The vaulted ceiling of this large room is adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall. A great dining table and twelve chairs take up the center of the room.
 JOHAN D’ALMENTA/MESODIAS: Johan enters the room, hesitating for a moment as he looks around for any sign of movement before moving to open the doors to the west.
 SOLAR CE’NEA: Solar casts detect magic and looks around the room
 DUNGEON MASTER: Solar detects no magic.
 DUNGEON MASTER: This room is crammed with items in boxes and on shelves, and the smell of beeswax lingers in the air. It appears to be a household storeroom containing furniture polish, mops and brooms, torches, and other simple tools for the use of the servants in their daily chores.
 JOHAN D’ALMENTA/MESODIAS: Johan moves into the storageroom and opens the door to the south.
 GRUNDIG: grundig sees no advantage in ataying a fire element and extinguishes himself
 DUNGEON MASTER: This is another storage room, well-stocked with wine bottles.
 GRUNDIG: grundig checks the room for any secret compartments

perception 1d20+14=34
 DUNGEON MASTER: Grundig discovers no secret doors on the north wall.
 GRUNDIG: starting on the north wall consontrating on the fire place moveint to the east wall
 GRUNDIG: perception 1d20+14=20
 SOLAR CE’NEA: WHile Grundig is at the north wall Solar searses the southern wall  Percpetion 1d20+7=25
 DUNGEON MASTER: Grundig discovers no secrets on the eastern wall.

Solar discovers no secrets on the southern wall.
 JOHAN D’ALMENTA/MESODIAS: Johan moves back into the dining room and searches underneath the large wooden table for a concealed trapdoor or hidden compartment built into the table itself.
Perception check: 1d20+12 = 22
 GRUNDIG: grundig checks the table for moveing pannels or any falce pannels

perception 1d20+14=26
 DUNGEON MASTER: Johan discovers no secrets under the table.  He does however notice that this room seems to be relatively unused, judging by the piles of dust that have accumulated around the legs of the table.
 GRUNDIG: grundig moves into the room with the bilard table and serches the table for any secret compartments or any sighns of air rushing from gaps arround the floor next to it

perception 1d20+14=24
 DUNGEON MASTER: Grundig discovers no secrets in the billards room.  It appears to be relatively unused as well--the tips of the cue sticks have gathered some dust since they were last put into use.
 GRUNDIG: grundig moves to the unchecked doors and opens the door to the north
 GRUNDIG: and south
 DUNGEON MASTER: The door to the north opens into a cramped, tobacco-stained room where two plush chairs sit around a small lit fire. Numerous tobacco jars stand on a shelf next to a pipe rack filled with strange pipes.
 JOHAN D’ALMENTA/MESODIAS: Johan moves to the west before opening the door.
 DUNGEON MASTER: The door to Grundig's south opens into another room filled with taxidermied animals and stuffed heads.
 DUNGEON MASTER: The door to Johan's west proves to open into a large kitchen containing a roaring stove, several workbenches, and a spice cabinet.  As Johan stands watching, invisible hands open the door to the stove, insert several pieces of wood, lift a stick to stoke the flames, and then close the door.
 JOHAN D’ALMENTA/MESODIAS: "I've never seen such a creepy and amazing place before as this." Johan watches the wood sticks magically float into the stove before he snaps out of his reverie.
 GRUNDIG: grundig checks the wall for any sighns of leavers or lachers that may reveal a seckret door on the wall to the west of him

perception 1d20+14=29
 DUNGEON MASTER: A small draft through several sections of the wall reveals a hidden panel, which opens up to reveal a long hallway ending with a stout oak door on the right.
 GRUNDIG: "i think i found the way out of here guys "
 GRUNDIG: grundig opens the door to see what tresures he may find
 GRUNDIG: grundig sirches theroom for any tresure

perception 1d20+14=30 he also casts detect magic as he looks about the room
 DUNGEON MASTER: This room is a larder stockedwith wedges of cheese, cans of walnuts, and other excellent foodstuffs. It appears to be linked with pipes to the waterfalls below, lowering the temperature the room's contents.
 DUNGEON MASTER: Grund discovers no treasure in this room; however, looking back to the previous room, it is apparent that some of the bottles of wine are of excellent vintage.
 GRUNDIG: grundig opens the final door to this level
 DUNGEON MASTER: This room appears is yet another stock room, filled with heaps of coal for the manse's fireplaces.
 JOHAN D’ALMENTA/MESODIAS: "I guess we have the decision to leave this building or inspecting the level above us?"
 GRUNDIG: hay Johan those bottels of wine look like there a good drop be worth grabbing a few
 JOHAN D’ALMENTA/MESODIAS: "Pick out a few good bottles and I'll stash them in my backpack for after we clean out this place."
 GRUNDIG: and yer tink it would be best to go up first
 SOLAR CE’NEA: Solar aggrees
 GRUNDIG: and hands one each to his comrads
 JOHAN D’ALMENTA/MESODIAS: Johan opens the door to the south and moves next to the animated construct while still providing enough room for his companions to pass.
 DUNGEON MASTER: The shadows lengthen as the party continues to inspect the premises.  Presently, the darkness settles outside.  Invisible hands bearing lit torches float down the hallways and stairs, lighting torches in each of the sconces.
 GRUNDIG: grundig follows after him
 DUNGEON MASTER: It is now about 6:30 PM.
 DUNGEON MASTER: Grundig grabs the best vintages in the store room--by his estimate, he now carries about 1,200 gp worth of excellent wine.
 DUNGEON MASTER: The company sucessfully ascends the staircase, while Johan keeps watch on the hooked monstrosity lurking below.
 GRUNDIG: grundig opens the door to the east
 DUNGEON MASTER: The door opens to reveal a pair of other doors.
 GRUNDIG: grundig opens the door to the south
 DUNGEON MASTER: White sheets cover the four-poster bed, wardrobe, and dressing table in this luxurious guest room.
 GRUNDIG: grundig serches the cobourd for any tresyre

perception 1d20+14=23
 DUNGEON MASTER: The wardrobe is mostly empty but for a few plush bathrobes.
 GRUNDIG: grundig checks the dresser
 GRUNDIG: and the bed
 DUNGEON MASTER: The dresser is mostly empty, and the bed contains little of note, other than a pair of fur-lined slippers underneath.
 GRUNDIG: grundig opens the door to the south
 JOHAN D’ALMENTA/MESODIAS: Mesodias opens the door to the north of him while the guest room is searched. \
 DUNGEON MASTER: Grundig's door opens out onto a narrow stone balcony with no handrails, which affords a spectacular view over the falls.
 DUNGEON MASTER: Mesodias opens a door to the north.  Three simple cots are arranged within this chamber. Numerous drawings and books litter a nearby table.
 GRUNDIG: grundig opens the door to the east
 DUNGEON MASTER: Grundig's door opens into what appears to be a master bedroom.  This neat bed chamber holds a resplendent four-poster bed surrounded by oak furniture.
 SOLAR CE’NEA: SOlar looks around in the room he is in he particually looks at the table and the beds in the room Percpetion 1d20+7=23
 GRUNDIG: grundig checks the desk for traps

perception 1d20+14=18
 SOLAR CE’NEA: Solar appraise 1d20+5=21
 DUNGEON MASTER: In the three-cot chamber, The drawings onthe table appear to be various attempts at plans for rebuilding the bridge between the workshop and museum. 

The engineering books on the table are technical manuals worth a total of 100 gp. Also on the table are a magnificent jade and gold writing set with several jars of valuable inks worth 150 gp, and a small portable ink jar with a silver clasp worth 20 gp.

Solar also discovers several tunics similiar to the one Johan now wears.
 SOLAR CE’NEA: Solar lets the others know what he has found and suggests they put on the tunics
 JOHAN D’ALMENTA/MESODIAS: "Well spotted!" Johan joins Solar as he slowly places a tunic onto Shadow's 'upper' torso.
 JOHAN D’ALMENTA/MESODIAS: Mesodias grumbles to himself however he ends up putting one of the tunics however non fashionable they are on to avoid any complication fro the castles defenses.
 DUNGEON MASTER: It is obious that no one has slept in the mater bedroom for days. The furniture
consists of a wardrobe, a dressing table, chest, and a tall dressing mirror.

There is no desk in this room.
 GRUNDIG: grundig serches the wordrobe for traps 1d20+14=33
 DUNGEON MASTER: Grundig discovers no traps in the wardrobe.
 SOLAR CE’NEA: Solar does an aid another 1d20+7=22
 GRUNDIG: grundig serches the desk 1d20+14=29+2=31
 SOLAR CE’NEA: perception
 GRUNDIG: correction wordrobe
 DUNGEON MASTER: The wardrobe is crammed with fine men’s clothing—10 noble’s outfits, six scholar’s outfits, and one royal outfit.
 GRUNDIG: grundig serches for secret chambers

perception 1d20+14=21
 DUNGEON MASTER: Grundig discovers no secret chambers.
 GRUNDIG: grundig serches the rest of the room
 GRUNDIG: perception 1d20+14=33
 DUNGEON MASTER: One of the dressing table’s drawers containsa jewelry box holding a silver chain worth 50 gp, a gold snuff box set with a topaz worth 400 gp, a platinum handled magnifying glass in a leather case worth 600 gp, and a monocle with a silver chain ending in a diamond pin worth 800 gp.
 SOLAR CE’NEA: SOlar does detect magic around the room concentratating specifically on the furniture in the room.
 DUNGEON MASTER: Solar detects the faint glow of magic coming from somwhere around the chest.
 SOLAR CE’NEA: SOlar lets his friends know of the magic.  He asks them if they would like to detect for traps and perhaps aid each other.
 JOHAN D’ALMENTA/MESODIAS: Johan moves into the room next to the chest before inspecting it closely for traps.
Perception check (trap): 1d20+12+3 = 28
 GRUNDIG: grundig aids Johan in checking for traps

perception 1d20+14=15
 DUNGEON MASTER: Aided by Grundig, Johan searches the chest closely for traps.  He discovers none.
 JOHAN D’ALMENTA/MESODIAS: "So what does that mean."
 JOHAN D’ALMENTA/MESODIAS: "It doesn't appear to be trapped and yet you detected some magic?"
 GRUNDIG: grundig casts detect magic and serches for the item

perception 1d20+14=28
 SOLAR CE’NEA: SOlar spends more time looking at the glow of magic using detect magic  trying to identify where the glow is coming from
 JOHAN D’ALMENTA/MESODIAS: While the spellcasters stare intently at the area with magical scrying spells, Johan pushes the chest to see if there is something hidden underneath.
 DUNGEON MASTER: Solar concludes that the magic is emmanating from somewhere at the back of the chest.

Meanwhile, Johan pushes aside the chest to reveal a cunningly hidden cupboard behind the chest.
 JOHAN D’ALMENTA/MESODIAS: Johan checks the hidden trapdoor for traps.
Perception check (traps): 1d20+12+3 = 20
 GRUNDIG: grundig aid another 1d20+14=22
 DUNGEON MASTER: Johan discovers a very nastly little trap that shoots a bolt out at the hand of the person who opens the cupboard.
 JOHAN D’ALMENTA/MESODIAS: Johan covers up the opening as he attempts to disable the mechanism that activates the neddle trap.
Disable Device check: 1d20+17 = 32
 DUNGEON MASTER: With great care, Johan stops the opening where the needle was meant to emerge from, and carefully jams the gears behind the handle that activate it.
 JOHAN D’ALMENTA/MESODIAS: Johan opens the trapdoor and steps back. "You guys found it."
 SOLAR CE’NEA: SOlar directs his detect magic in the trapdoor to find what was responding to his spell
 DUNGEON MASTER: The secret cupboard contains several chests of coins totaling 2,000 gp, and a figurine of wondrous power (ivory goats).
 GRUNDIG: grundig serches the last room
 GRUNDIG: grundig puts on a tunic
 DUNGEON MASTER: Grundig discovers another guest room, similiar to the first.
 SOLAR CE’NEA: SOlar tidies his tunic with presdigitation
 GRUNDIG: grundig casts detect magic
 DUNGEON MASTER: Grundig discovers no magic.
 GRUNDIG: grundig serches the room for tresure

perception 1d20+14=21
 DUNGEON MASTER: Grundig finds no treasure.
  DUNGEON MASTER: [GAME ENDS HERE]

Wednesday, January 2, 2013

Carrion Crown Session 49


Session 49
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: It is now about 11 in the morning--the sky is still as bright and blue as can be.  The citizens, while not entirely civil towards the heroes, have not reassembled into any sort of mob--nor do they look like they will any time soon, given the heavily armed and armoured soldiery that Justice Aldaar (a former general of ill reputation) has patroling in the streets.
 GRUNDIG: grundig says his farewells to kendra along with the rest of the party and heads out of town on the north road to meet up with the beast.
 SOLAR CE’NEA: As Solar and his companions leave the city, he spends quite a bit of time watching to see if anyone follws them.  1d20+7=18
 DUNGEON MASTER: The party follows the north road out of Lepidstadt, mounted on horseback.  After perhaps an hour they pass the place where a small overgrown track leads off to the ruins of Sanctuary.  After about two hours they come to the place where the muddy track forks off toward Hergstag. 

It is at this fork that a lumbering gray figure ambles out of the woods, a leer etched onto its face.

"You came to meet father," the beast says, looking well-pleased.

It is now about 1 in the afternoon.
 SOLAR CE’NEA: Yes my friend, we wish to make sure you get home safely and I must admit, curiosity about who your father is.  Will he know you are coming home?
 DUNGEON MASTER: "I do not know what he knows," replies the beast, frowning.  "I cannot tell you where he lives, but..." he shrugs his shoulders and motions forward, inviting the heroes to follow.
 JOHAN D’ALMENTA/MESODIAS: Johan chuckles softly to himself as he kickes his horse into action to follow The Beast to his fathers domain. "You are one sly old dog. I don't pretend to know why you gave yourself up to the city watch when you were innocent. However I'm glad nothing untowards happened during your time in the town."
 SOLAR CE’NEA: Yes in fact I can honestly say I prefer your company my large friend to of the riffraff that were the mob last night
 DUNGEON MASTER: The beast leers at Solar and Johan with a jovial glint in its eye, and makes its way northward along the road forking away from Hergstag.
 GRUNDIG: grundig smirks at this as he continus along the road on his pony
 GRUNDIG: grundig trys a bit of casual conversation "so beast do you have any brothers or sisters"
 SOLAR CE’NEA: SOlar speaks to his new friend, "firstly, what should we call you?  Secondly do you have a cloak with a hood my friend, we stand out enough as it is, but if we cover up your identity we may be less harrassed on the road.
 DUNGEON MASTER: The beast looks thoughtfully down at the gnome.  "Probably," he replies at length.

"You can call me the Beast--it's what father named me.  I have nothing with me but the clothes on my back."
 SOLAR CE’NEA: Fair enough my friend we will just have to make do.
 SOLAR CE’NEA: SOlar spends the time talking to the Beast and continously looking around for people falling them.  He also suggests to Johan to use Splatterface to use his scent ability to sniff out other people on the road.
 SOLAR CE’NEA: As they are wlaking along Solar also takes the opportunity to talk to his companions about tactics.  He has noticed that they all go off in different directions in battle and that they could possibly do a more co-ordinated approach
 GRUNDIG: grundig hands solar his potion of fox cunning and mesodias his oil of keen edge
 DUNGEON MASTER: The road follows the Lesser Moutray River towards the northeast.  From time to time the heroes spot small trails leading off the road into the wooded swampland to the north, or--even less often--the occasional hooded traveler headed southwards toward the town of Lepidstadt.  Mile after mile the party rides on, until at last the shadows lengthen and the sun moves towards the mountains to the west.

At last the fens give way to a deep, rocky gorge at the northern edge of the swamp, where a peculiar building, or rather group of buildings, clings to steep cliff edges above half a dozen plummeting waterfalls. Beyond a fortified gatehouse, a stone bridge arches gracefully over the raging torrents below.

"This," says the Beast with a leer, "is Schloss Caromarc."

It is now about 5 pm.
 SOLAR CE’NEA: Well my friend, What happens now? do you walk straight in? or send a message to your father?
 GRUNDIG: what can we expect here?
 SOLAR CE’NEA: What I am really asking is are you welcome here?
 JOHAN D’ALMENTA/MESODIAS: "That is quite impressive," replies Johan as the party waits taking in the view and also for The Beasts answer.
 DUNGEON MASTER: The Beast turns back to Solar with a look that could very well be a twinkle in its eyes.  "I cannot tell you of this place.  That is a bridge.  These are towers.  I will go inside this place and I will not stop you from following me."
 SOLAR CE’NEA: Will we be welcome to those inside if we fallow you or should we wait until you have got in and send someone out to get us?
 DUNGEON MASTER: The beast speaks slowly to Solar as if he were teaching a particularily slow child.  "I cannot tell you those things," it says.  "I will not stop you from following me."
 JOHAN D’ALMENTA/MESODIAS: "How bad could it be? Sure we should be cautious but not paranoid. His father should be thankful for our effort to clear The Beast of all charges. If he doesn't welcome us then he will be disrespectful and not worthy of our company."
 SOLAR CE’NEA: SOlar ask Johan to see if splatter face can smell anything that would make him nervous
 DUNGEON MASTER: The beast turns and heads up the trail towards Schloss Caromarc.

The party, and the beast who is just starting up the final ascent, are about 1000' feet from the first bridge.
 JOHAN D’ALMENTA/MESODIAS: "He can smell a strong odor of Kendra's perfume on your clothing for some reason."
 GRUNDIG: grundig follows the beast through the gate once he starts moveing
 GRUNDIG: keeping an eye out for any troble

perception 1d20+14=20
 SOLAR CE’NEA: SOlar looks around to sse if anything is out of place or could be dangerous to the party, he is particullay looking at the gatehouse
 SOLAR CE’NEA: Perception 1d20+7=19
 SOLAR CE’NEA: Solar feels uneasy and casts Mage armour on himself with his wand
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias both move forward watching out for obvious threats but keeping pace with The Beast.
 *** JOHAN D’ALMENTA/MESODIAS sent battle-goat.jpg ***
 DUNGEON MASTER: The party follows the Beast up the final ascent, which is a steep, curved road leading up to the first gatehouse.

As they draw near, other details become visibile--Beyond the fortified gatehouse, a stone bridge arches gracefully over the raging torrents below.  Perched precariously beyond this is a fine, fortified manse and a ruined building that appears to have partially collapsed into the river below. A slender rope bridge, replacing the fallen remnants of a stone bridge, links to a strange tower pierced with beautiful stained glass windows depicting bizarre beasts. A further building teeters to the north of this, but how it is reached is impossible to see from here. Far above, a great tower rises from an isle of stone to the sky, ending in a great steeple topped with a huge lightning conductor.
 JOHAN D’ALMENTA/MESODIAS: Johan ruffels his hair as he inspects the void created by the collapsed stone bridge and the temporary rope bridge. "Damn Shadow is going to have fun crossing this... we might be able to get him across with some care however the horses should be secured him before we cross."
 GRUNDIG: "was this like that before?" grundig asks the beast as he points to the rope bridg
 DUNGEON MASTER: "That is a rope bridge," says the beast as he proceeds up the trail with the party on his heels.
 DUNGEON MASTER: A two-story stone gatehouse leads into the castle, topped with a crenellated tower at each corner. The main gate is closed.

Under the shadows of the tower crouch two vaguely canine beasts.

[Initiative Please.  Grundig acts in the surprise round.]
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 15
 JOHAN D’ALMENTA/MESODIAS: Mesodias Intiative check: 1d20+4 = 9
 SOLAR CE’NEA: SOlar initiative 1d20+7=19
 GRUNDIG: grundig holds out his hand with his thumb and littel finger sticking out tilting his head from side to side trys to carlm the animals down

wild empathy 1d20+7=21
 DUNGEON MASTER: The animals are of an unusual breed--foul-smelling fluids ooze from weeping sores across their scaly skin.  Despite Grundig's entreaties, they heave to their feat and lunge forward to attack.
 SOLAR CE’NEA: SOlar takes a ove action to identify what these animals are knowledge arcana 1d20+16=30 and depending what he finds out may cast grease
 DUNGEON MASTER: Solar knows that these are trollhounds--nasty creatures that do the bidding of their troll masters.
 DUNGEON MASTER: Solar also knows that they are resistant to most damage except acid and fire.
 SOLAR CE’NEA: SOlar lets his companions know what he knows about Trollhounds and then gets out several vials of acid ready to through them
 GRUNDIG: grundig fires a fire bolt at the lead dog

ranged touch attack 1d20+8=26

damage 1d6+3=9
 DUNGEON MASTER: Grundig does significant damage to the first dog--the fire bolt engulfs what little of remains of its fur and scorches its disease-ridden skin.
 GRUNDIG: 6 remain today
 JOHAN D’ALMENTA/MESODIAS: Johan regards the shadowy figure only just visable on the rooftop of the guardtower. "Order your dogs to stand down! We seek safe passage to visit your master."
Johan quick draws his longbow and let's off a volley of arrows at the closest beast (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA = 16
Damage (longbow): 1d8+4+4DA = 12
To Hit (longbow): 1d20+10-2DA = 17
Damage (longbow): 1d8+4+4DA = 13 
To Hit (longbow): 1d20+5-2DA = 23 (Nat 20)
Confirm Critical: 1d20+5-2DA+1 = 20
Damage (longbow): 3d8+12+4DA = 35
 DUNGEON MASTER: Johan's arrows down both of the animals--they collapse under a hail of deadly arrows.
 JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to move behind Mesodias and stay.
 DUNGEON MASTER: "WHAT IS THIS?" bellows the beast in a voice loud enough to wake the dead.  "WHY IS THE DOOR LOCKED??  YOU SHOULD NOT BE HERE!"

With that, the beast hurtles forward towards the gate, howling and brandishing his fists as if he means to tear it down with his bare hands.  He nearly succeeds--the blow of his fists causes the doors to tilt inward and splinter at the hinges.

Up above, the large figure releases a bolt from a heavy crossbow that flies wide of the party.  The hulking figure curses in trollish and ducks back down under the battlements.
 JOHAN D’ALMENTA/MESODIAS: Mesodias will approach the trollhounds, drawing his weapon as he does before bloodying the closet on even further into the ground.
 JOHAN D’ALMENTA/MESODIAS: To Hit (+1 heavy mace): 1d20+11-2 = 27
Damage (+1 Heavy mace): 1d8+7 = 15
 DUNGEON MASTER: Mesodias sucessfully bloodies the nearest hound.
 DUNGEON MASTER: The thing's breath expires under Mesodias' attentions.
 SOLAR CE’NEA: Solar moves up to behind mesodius and throws one of the acid vials so that it will land where he saw the large figure standing.  He throws it so it lobs over the battlement and hopefully on the opponant Splash weapon Vial 1d20+6=24 damage 1d6= 3 (1 splash damage for those around the hit square)
 DUNGEON MASTER: Judging by the bellow from above, the acid made contact with its target.
 GRUNDIG: grundig takes a 5 foot step foward and unleashes another fire bolt

ranged touch attack 1d20+8=15

damage 1d6+3= 9

plus 1 hp of fire damage to the ugly ass dog
 GRUNDIG: (fire bolt at the troll on the tower
 GRUNDIG: )
 DUNGEON MASTER: The bolt slams into the stone battlement and leaves a nasty hissing scorch mark.
 JOHAN D’ALMENTA/MESODIAS: Johan carefully aims for the figure standing atop of the guardtower, waiting until he has as clear a shot as possible from his vantage point before letting loose three arrows (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA = 23
Damage (longbow): 1d8+4+4DA = 10
To Hit (longbow): 1d20+10-2DA = 21
Damage (longbow): 1d8+4+4DA = 12 
To Hit (longbow): 1d20+5-2DA = 13
Damage (longbow): 1d8+4+4DA = 12
 JOHAN D’ALMENTA/MESODIAS: Shadow remains there pacing in a circle as the combat rages before him.
 DUNGEON MASTER: All three arrows clatter uselessly against the stone battlements.
 JOHAN D’ALMENTA/MESODIAS: Johan will move five foot closer to the guardtower.
 DUNGEON MASTER: Meanwhile, the beast howls in rage.  "LET ME IN!" he cries, smashing his fists into the door with red-hot fury.  With every blow, the doors bend inward, creaking and splintering.  At last, the doors fly off their hinges, bursting inward to reveal two lean, green crouching figures, as well as several small cowering ones.

They leap forward to attack, dealing
 DUNGEON MASTER: They leap forward to attack, dealing some damage to the beast--who howls in renewed anger.
 JOHAN D’ALMENTA/MESODIAS: Mesodias takes a five foot step to the right, before crushing the last trollhound into the ground (power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 21
Damage (+1 heavy mace): 1d8+7+6PA = 18
 DUNGEON MASTER: Mesodias smashes the prone beast into the dirt.
 DUNGEON MASTER: However, it continues to draw breath, and its wounds are slowly closing up.
 SOLAR CE’NEA: Solar casts Grease infront of the beast with acid as a power element (The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.)  DC 17 reflex save for Grease (pass means stays standing, fail means fall prone).
 DUNGEON MASTER: Both trolls keep their feet under them; however, smoke rises from beneath their feet, and they both howl and hop in apparent agony.
 SOLAR CE’NEA: Solar yells out to his companions asking if any one wants to be enlarged or if he should save the spell
 GRUNDIG: grundig moves foward changing into a fire element as he runs
 JOHAN D’ALMENTA/MESODIAS: Johan replies to Solar, "Sure I'd love that spell before I close int melee." Johan rushes forward, never taking his eye from the creatures within the guard tower. He moves directly in front of the smashed enterance, offerring a clear line of sight for a single shot (deadly aim)

To Hit (longbow): 1d20+10-2DA = 20
Damage (longbow): 1d8+4+4DA = 11
 DUNGEON MASTER: Johan's arrow strikes true, straight into the ugly troll's chest.
 DUNGEON MASTER: The beast's rage at seeing the two trolls hidden within the gatehouse is truly monstrous.  "YOU.... YOU SHOULD NOT *BE* HERE!" it howls, reaching forward to grasp the nearest troll around the chest.  With one swipe, it takes the nearest troll into a hug and drags it backwards to the precipice.

"COME DOWN HERE WITH ME!" the beast cries, pulling--rather than pushing--the troll off the edge with it.  The troll's cry of terror is subsumed both in the beast's bellow and the sound of the water below, as both creatures tumble over the ledge.

Up above, the troll on the tower takes the opportunity to lose another unsucessful arrow at Johan, while the first troll succeeds in stepping forward and biting at Mesodias, slashing the cleric across the chest for 10 points of damage.

Behind the first troll, a second pair of doors opens to reveal yet another green-skinned giant, howling and eager for bloodshed.
 JOHAN D’ALMENTA/MESODIAS: Mesodias roars as he moves to the side to smash the troll creature before him. His heavy mace ignites with a grey flame that flickers and is gone the instant it strikes the troll creature (five foot step, destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 22
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 19
 DUNGEON MASTER: Mesodias' blow shatters several bones, causing the beast to yowl in rage and agony.
 SOLAR CE’NEA: Solar cast enlarge person on Johan (+2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.) 1d8 long sword does 2d6 Solar thne takes a 5 foot step back
 DUNGEON MASTER: [Enlarge person takes effect next round.]
 GRUNDIG: grundig moves the rest of the way ontop of the downed dog and casts burning hands apon the troll as to not hit mesodias

dam 5d4=13 reflex halves dc=15
 DUNGEON MASTER: The troll makes an attempt to bite at the little gnome casting a spell so close to it--luckily, the thing's teeth chomp down a hairwidth away, causing grundig no ill effects other than the smell of its nasty breath.

The dog expires under the sheet of flame.  The troll, apparently surprised by the nature of the attack, takes full damage from the attack.
 JOHAN D’ALMENTA/MESODIAS: Johan let's off a final volley of arrows at the troll standing within the enterance of the guard tower before the effects of Solar's spell takes affect. He then moves five feet closer to his prey (manyshot & deadly aim, five foot step)

To Hit (longbow): 1d20+10-2DA = 12
Damage (longbow): 1d8+4+4DA = 10

To Hit (longbow): 1d20+10-2DA = 17
Damage (longbow): 1d8+4+4DA = 14 

To Hit (longbow): 1d20+5-2DA = 18
Damage (longbow): 1d8+4+4DA = 15
 DUNGEON MASTER: The final two arrows slam into the creatures chest, causing it to gasp for breath and flail about pathetically.
 DUNGEON MASTER: The thing launches a ferocious series of attacks on Mesodias, dealing 27 points of damage with both claws and ending with a terriric bone-crunching bite.
 DUNGEON MASTER: The creature, sucessfully striking with both claws, latches onto Mesodias chest and crushes bone and organs, inflicting another 12 points of damage.

Additionally, the troll in the gatehouse decides to hurl a boulder at the priest, which thankfully is deflected off the remanants of the great gate and misses.
 JOHAN D’ALMENTA/MESODIAS: Mesodias smashes into the side of the stone wall as he coughs a mouthful of blood. He knows from experience at least one of his ribs has punchered his lung which is slowly filling with blood. He staggers as he clears his vision long enough to swing his heavy mace at the beast, praying to Gorum to give him the strength to drop it (power attack, destructive smite)
To Hit (+1 heavy mace): 1d20+11-2PA = 24
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 18
 DUNGEON MASTER: The tremendous blow drops the troll into the dirt, where it writhes and bleeds.
 JOHAN D’ALMENTA/MESODIAS: Mesodias retreats away to heal next round.
 SOLAR CE’NEA: Solar readys an action to cast Flaming sphere and sends it to the troll inside throwing rocks
Flaming  Sphere DC 17
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 DC 16 negates; Spell Resistance yes

Solar then takes a 5 foot step back
 SOLAR CE’NEA: For his move solar pulls out a cure potion incase Mesodius needs it
 SOLAR CE’NEA: SOlar tell his his companions to let the troll come out onto the grease patch and then he will cast his spell
 GRUNDIG: grundig casts flame blade (standard action) then moves foward

 JOHAN D’ALMENTA/MESODIAS: Johan drops his longbow, discarding it as he draws his longsword in a fluid motion as he rushes forward and to the side of the inside of the guard tower so as not to block line of sight from his companions (quick draw, power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 23
Confirm Critical: 1d20+12-2PA+1 = 23
Damage (+1 keen longsword): 4d6+16+6PA = 34
 JOHAN D’ALMENTA/MESODIAS: Reflex save (grease): 1d20+7 = 12
Damage: 1 hp
 DUNGEON MASTER: Johan lands a terrible strike on the troll, who loses no time in attacking with both claw and teeth.  Both claws fail to penetrate his armor, but the teeth sink deeply into Johan's shoulder for 9 points of damage.
 DUNGEON MASTER: Up above, the troll reappears overhead, this time without the crossbow in hand.  Instead, it takes a great leap off the tower, landing upright on both feet, although judging by the sound of bones snapping it takes some damage in the fall.  Despite this damage, it launches into a nasty attack on Solar, which only barely misses.
 JOHAN D’ALMENTA/MESODIAS: Mesodias retreats five foot back as he prays to Gorum to quickly heal the worse of his injuries and let he resume the combat.
Convert Death Ward into Cure Critical Wounds spell.
Cure Critical Wounds: 4d8+7 = 28 hp healed
 SOLAR CE’NEA: Solar takes a 5 foot step back and then casts flaming sphere between him and the troll
Flaming  Sphere DC 17
3d6 points =14
Can Move 30 feet in a round
100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex DC 16 negates; Spell Resistance yes

Flaming sphere Round 1 of 7
 DUNGEON MASTER: As Solar casts the spell, the creature lashes out with its many-toothed mouth for 7 points of damage.
 DUNGEON MASTER: The spell goes off just the same, and the troll takes 7 points of damage.
 GRUNDIG: grundig moves foward  running arround the troll (acrobaticks check 1d20+5(acrobaticks)+4(dodge)=20 and swings the flam blade at the creature

melee touch attack 1d20+6=21

damage  1d8+3=9
 DUNGEON MASTER: Grundig sucessfully manuevers himself between the beast and Solar, and then launches a stinging bolt of fire directly in its face.  It howls with rage and directs its attention onto the menacing fire elemental instead of Solar.
 JOHAN D’ALMENTA/MESODIAS: Johan ducks underneath one of the beasts claw attacks and thrusts his longsword into its chest, before slashing with a swift second attack (power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 24
Damage (+1 keen longsword): 2d6+8+6PA = 23

To Hit (+1 keen longsword): 1d20+7-2PA = 7
Damage (+1 keen longsword): 2d6+8+6PA = miss
 DUNGEON MASTER: Johan's sword does serious damage to the beast, slashing across it's thigh.  Sinew and tendons are parted beneath the gliding blade of his sword.
 DUNGEON MASTER: The beast returns the favor to Johan, albeit rather weakly.  It's grinding jaws deliver 7 points of damage to the warrior, who the troll is now regarding somewhat warily.

Outside, the giant troll delivers seval attacks on the ferocious little fire elemental before it, of which only the claw suceeds.delivering 11 points of damage to Grundig.
 DUNGEON MASTER: Grundig's fire form scorches the giant troll for its trouble.
 JOHAN D’ALMENTA/MESODIAS: Taking a deep breath with his now restored lungs, Mesodias rushes forward with a battle cry as he smashes the troll standing before him (destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 18
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 19
 DUNGEON MASTER: Mesodias' attack fails to penetrate the hulking toll's thick skin.  Furthermore, the troll manages to return an attack as the large, bloodied priest closes.  The nasty jaws clamp down on his flank, causing 14 points of damage.
 SOLAR CE’NEA: SOlar takes a 5 foot step back
SOlar pulls out his heavy Crossbow and fires it at the huge troll
 Heavy Crossbow
 1d20+6=22
 Damage 1d10=10


FLaming Sphere Round 2 of 6 damage 3d6=13
 DUNGEON MASTER: The heavy crossbow bolt misses, as the beast ducks down to bite Mesodias just as Solar looses it.  On the other hand, the thing continues to take damage from the flaming sphere.
 GRUNDIG: grundigtakes a 5 foot step to the side and swings his flame blade  at the troll

ranged melee atack 1d20+6+2=13

damage 1d8+3=7

damage+2 for previos round fire damage
 DUNGEON MASTER: Grundig's mightily swung blade manages to inflict damage on the troll.  The great beast is not amused.
 JOHAN D’ALMENTA/MESODIAS: Johan parries with his longsword before retaliating with a series of vicious counter attacks (power attack). Johan then orders Shadow to attack the troll closest to him.
To Hit (+1 keen longsword): 1d20+12-2PA = 22
Damage (+1 keen longsword): 2d6+8+6PA = 23

To Hit (+1 keen longsword): 1d20+7-2PA = 15
Damage (+1 keen longsword): 2d6+8+6PA = 23

Shadow sprints up to the troll before bites and tearing at his thigh with tooth and claw.
To Hit (bite): 1d20+10 = 23
Damage (bite): 1d8+6 = 14
Free Trip attempt with Ability Focus (trip)
CMB: 1d20+11+2 = 23
 DUNGEON MASTER: Johan cuts his troll to bits.

For his part, Shadow Splatterface attacks the troll with an impressive bite that severs the beast's left tendon and brings the thing crashing down at Mesodias' feet.

The great beast heaves itself to its feet, [drawing an attack from everyone around him].
 JOHAN D’ALMENTA/MESODIAS: Mesodias AoO:
To Hit (+1 heavy mace): 1d20+11-2PA+2FL = 20
Damage (+1 heavy mace): 1d8+7+6PA = 15
 GRUNDIG: AOO toch melee 1d20+6+2=19

damage 1d8+3=4
 JOHAN D’ALMENTA/MESODIAS: Shadow AoO:
To Hit (bite): 1d20+10 = 17
Damage (bite): 1d8+6 = 7
 DUNGEON MASTER: Despite the blows raining down on it, it sucessfully gets to its feet and attacks the assailiant which caused it so much agony: Shadow Splatterface.  With powerful jaws, it returns the favor against the wolf, delivering a powerful bite that inflicts 21 points of damage.
 JOHAN D’ALMENTA/MESODIAS: Mesodias smashes the beast (power attack, destructive smite)
To Hit (+1 heavy mace): 1d20+11-2PA+2F = 19
Damage (+1 heavy mace): 1d8+7+6PA+3DS = 24
 DUNGEON MASTER: Mesodias' blow is wide.
 SOLAR CE’NEA: SOlar reloads his Heavy crossbow
FLaming Sphere Round 2 of 6 damage 3d6=17
 DUNGEON MASTER: The flaming sphere does significant damage to the now-roaring beast.
 GRUNDIG: grundig thrusts the flame blade into the creaturs abdomen

attack 1d20+6+2=17

damage 1d8+3=8

+2 damage form previos hit
 DUNGEON MASTER: With a splendidly precise attack, Grundig slices the hulking troll's stomach straight open.  The thing sways, heaves, and then topples down straight upon the gnome with a crash that even the beast would envy.

Nimbly Grundig steps aside, letting the thing fall into the dirt right beside him, where it continues to bleed out.

[Off rounds.]

  GRUNDIG: grundig rushes foward and finnishes off the troll with his flame blade
 DUNGEON MASTER: [1800 xp each]
 JOHAN D’ALMENTA/MESODIAS: Johan tosses the troll into the acidic grease as the satisfying smell of burnt flesh taints the air.
 JOHAN D’ALMENTA/MESODIAS: Mesodias ushers everyone to stand around him before he channels a healing burst.
4d6: 18 hp healed
 SOLAR CE’NEA: Solar Casts detect magic and looks around for items
 DUNGEON MASTER: [Aaaaaaand another 600 xp each.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses one charge from the Wand of Cure Moderate Wounds, healing 9 hp.
 GRUNDIG: grundig points to the top of the battelment
 DUNGEON MASTER: Hunks of dubious meat hang from meat hooks attached to an old staff among piles of timber.  The staff radiates transmutation magic. The trolls have collected several sacks of plunder nearby, including a pair of bellows, a shovel, a sledge, a battered tankard, several pretty red stones, 208 gp, and 345 sp.
 SOLAR CE’NEA: Solar grabs the staff to identify it
 JOHAN D’ALMENTA/MESODIAS: 52 gp & 86 sp each
 DUNGEON MASTER: In addition, the larger troll wears a neclace of about 20 mummified human hands, and has thrust several needles through his flesh, three of which are actually fancy hatpins ending in tiny rubies. Up above stands a magnificent spyglass bound in gold.
 DUNGEON MASTER: The staff is actually astaff of swarming insects with 7 charges.
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses one more charge on the Wand of Cure Mod Wounds to heal himself to full health. 10 hp healed
 DUNGEON MASTER: The gates open on a broad chamber with a vaulted roof. Two large fires burn in the room, and spiral stairways climb up in each corner toward the ceiling. The gate on the far side of the room is barricaded with timber and furniture.

Numerous bodies of trolls and goblins lie about.  Grundig noticies a sparkle on one of the goblin's bodies.
 GRUNDIG: grundig points to the boots of the goblen
 SOLAR CE’NEA: SOlar grabs what The fire elemental is pointing at
 DUNGEON MASTER: Solar picks up a small silver a small amulet depicting a gagged skull.
 GRUNDIG: grundig cuts a finger off each troll to grab on the way out
 SOLAR CE’NEA: SOlar tries to identify the skull knowledge religion 1d20+12=27
 DUNGEON MASTER: Grundig adds a number of cute little goblin and troll fingers to his growing collection.
 DUNGEON MASTER: Solar knows that this is an emblem of the Whispering Way.
 DUNGEON MASTER: [Redact the goblin fingers]
 DUNGEON MASTER: [GAME ENDS HERE]