Showing posts with label Carrion Crown 6-10. Show all posts
Showing posts with label Carrion Crown 6-10. Show all posts

Wednesday, January 2, 2013

Carrion Crown Session 10


Session 10
SOLAR CE’NEA: SOlar dismisses his current dancing Lights and recasts dancing lights again and sends two of the lights towards Johan to help hm check out the stairs
JOHAN D’ALMENTA: Johan inspects the stairwell for any traps before they venture deeper into the prison structure.
Perception check (traps): 1d20+8 = 15
DUNGEON MASTER: Johan discovers no traps.  In the weird glow of Solar's lights, numerous cobwebs and spots of mold color the walls.  The steps look stable, however.
SOLAR CE’NEA: Solar follows behind Johan but far enough away that their combined weight is not on the same section of the stairs at the same time
JOHAN D’ALMENTA: Johan and Mesodias caustiously make their way down the steps proceeding Solar's dancing lights spell.
SOLAR CE’NEA: Solar has his Crossbow out ready for any non undead, he still remembers and feels the sting of the stirges bite
DUNGEON MASTER: The steps creak slightly but otherwise prove to be stable as the party gingerly makes their way down to the first floor of Harrowstone Prison.  At the end of the stairscase stands a rotting old door, which opens onto a 25' long hallway.  The doors at both ends of the hallway appear quite sturdy.  Two doors open onto the west side of the hall, and one other door opens to the east, just a bit south of where the party now stands.

[Perception, please.]
SOLAR CE’NEA: Solar Perception 1d20+1=7
JOHAN D’ALMENTA: Perception check: 1d20+7 = 9
DUNGEON MASTER: Most of the doors hang rotten on their hinges--except the doors at the north and south ends of the hallway.
JOHAN D’ALMENTA: Johan peers down the hallway for any tripwires or loose steps that could trigger a trap set to prevent access to the doorways they now see.
Perception check (traps): 1d20+8 = 24
DUNGEON MASTER: Johan discovers no tripwires or other suspicious signs of traps.
SOLAR CE’NEA: After Johan has finished searching for traps, Solar sends one light North, I light South to better light what they can see
JOHAN D’ALMENTA: "Which way did you want to go? Any particular doorway that takes your fancy? I don't think any particular door is the right choice in a place like this."
SOLAR CE’NEA: As long as we have easy access to an exit if things get hairy, I don't have a particular preference...
DUNGEON MASTER: The walls are stone, and while the majority of the wooden supports are rotten, it appears the building is still mostly sound.  Over the last 50 years of neglect, the prison has grown quite moldy and filthy.
SOLAR CE’NEA: Perhaps one of the eastern doors?
JOHAN D’ALMENTA: "No problems with me. Let's do this."
DUNGEON MASTER: The door opens to reveal another flight of stairs that once led down toward what must be a lower level.  Now, however, it is filled with a mess of large stone blocks and shattered timbers.

[Perception, please.]
SOLAR CE’NEA: Percpetion 1d20+1=3
JOHAN D’ALMENTA: Perception check: 1d20+7 = 16
DUNGEON MASTER: Solar notices that the dancing lights are pretty, like the light in Kendra's eyes.
SOLAR CE’NEA: Solar grabs some rubble and throws it at the mess just to check it isn't an illusion and that the stairway is actually blocked
DUNGEON MASTER: The rubble appears to be genuine--the rocks clatter as they hit the stones and timbers.
JOHAN D’ALMENTA: Johan gives Solar a curious look as the spellcaster throws the rubble at the deadend blocked with debris.
SOLAR CE’NEA: I had to check it is real...Illusions are great ways to cover entrances
JOHAN D’ALMENTA: "Well I hope we don't have to dig through this mess in order to exorcise these trapped damned spirits. Come on let's check out another room that hopefully isn't blocked like this one."
SOLAR CE’NEA: Solar suggests the North west doors

The door opens onto yet another hallway, this one stretching 25' away before making a right turn to the south west.  It is apparent from the lack of daylight that none of these walls border the outer wall.
JOHAN D’ALMENTA: Perception check (traps): 1d20+8 = 22
DUNGEON MASTER: Johan discovers no traps.
SOLAR CE’NEA: Standing at the door they just stood at, Solar sends out three of the lights, one down the hallway, one to the north and one to the southern entryways
DUNGEON MASTER: The lights illuminate the area with an eerie glow.
SOLAR CE’NEA: SOlar suggests searching systematically and suggests the northen entryway first
DUNGEON MASTER: The party has discovered the privy.  Other than the distinctive stench from the cesspit outside, this room contains little of interest.
JOHAN D’ALMENTA: Johan takes a deep breath as the dancing lights illuminate the ancient cesspit. Johan does not volunteer to venture into the room, quite satisfied to stand at the doorway as they look around the room.
SOLAR CE’NEA: Solar says "anyone need to go? If not let continue one"
DUNGEON MASTER: The next door opens onto a 15' square room.  Several rusty iron tubs sit in this room, along with washboards, metal buckets, and heaps of moldy clothing.
DUNGEON MASTER: A tin chute exits the north wallof this room, permitting dirty water to be flushed into the cesspit behind the prison.
SOLAR CE’NEA: Solar sends in two of his lights to explores the corners of the room
DUNGEON MASTER: [Perception, please.]
SOLAR CE’NEA: Perception 1d20+1=19
JOHAN D’ALMENTA: Perception check: 1d20+7 = 22
DUNGEON MASTER: The party notices movment with in the room.  A shape struggles within the mound of clothing, as if a small child or animal were buried within.
SOLAR CE’NEA: SOalr prepars his crossbow and is ready to cast Disrupt undead at a moments notice
JOHAN D’ALMENTA: "I wasn't going to bother checking out this room however we can't leave something potentially dangerous get behind us. Might be nothing but theres one way to find out."
DUNGEON MASTER: The shape continues to struggle, as if it is growing increasingly more frantic.
JOHAN D’ALMENTA: Johan quickly approaches the movement and tosses the clothing aside with the tip of his greatsword.
SOLAR CE’NEA: Solar suggest mesodius comes at it from one side, solar will come at it from the other side whilst Johan goes in to confront it, he waits for aggreement or another sugesstion
SOLAR CE’NEA: but as he sees johan go in he does what he suggested
DUNGEON MASTER: Johan pokes through the pile of clothing with his drawn sword.  As he draws the last tangled bit of moldy cloth aside, a gray straightjacket flies to life and leaps out with its arms outstretched.
DUNGEON MASTER: [Initiative please.]
SOLAR CE’NEA: Initative 1d20+1=6
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 20
DUNGEON MASTER: [Initiative order:
Johan: 20
Mesodias: 15
Solar: 6
Straitjacket: 5]
JOHAN D’ALMENTA: "Stay the hell away from me!" Johan as the animated straight jacket tries to entangle him. He slashes out attempting to destroy the jacket with his greatsword.
To Hit (greatsword): 1d20+6 = 26
Confirm Critical (greatsword) = 1d20+6 = 9
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan's attack rips through the jacket.
JOHAN D’ALMENTA: Mesodias steps to the other side of the straight jacket and returns a strike with his greatsword.
To Hit (greatsword): 1d20+4 = 15
Damage (greatsword): 2d6+4 = 12
DUNGEON MASTER: Mesodias likewise rips into the animated straightjacket with abandon.  However, the thing is of particularily strong construction and continues to menace the heroes.
SOLAR CE’NEA: Solar attempts a knowledge check for both religion (+6) and arcana (+11) 1d20=8 to identify what sort of "thing" this is once he has established this he attacks
DUNGEON MASTER: Tapping into his knowledge of both the spiritual and the arcane, Solar deduces that this is a haunt.
SOLAR CE’NEA: Solar casts disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =12
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray of blue light arcs toward the straightjacket.  Unfortunately, at the last minute Johan steps in front of his line of attack, and the blue ray strikes the stout warrior instead of its intended target.  Johan is stunned for a brief instant as the blue light engulfs him. 

While he is distracted, the thing flails about as if a wild animal in a rage, then lashes out at Johan, dealing 7 damage.  In the course of the attack, the arms seek to grapple him, but Johan is able to slip out of their grasp.
JOHAN D’ALMENTA: Johan retaliates with a vicious strike from his greatsword as the leather straps and metal clasps from the jacket rip at his flesh.
To Hit (greatsword): 1d20+8 = 23 (inc. flanking bonus)
Damage (greatsword): 2d6+6 = 16
DUNGEON MASTER: Johan's attack rips the thing to tatters--it only seems to barely be holding together now.
JOHAN D’ALMENTA: Mesodias doesn't hesitiate, raising his blade once more to (hopefully) finish this haunt once and for all.
To Hit (greatsword): 1d20+6 = 14 (inc. flanking bonus)
Damage (greatsword): 2d6+4 = 14
DUNGEON MASTER: Mesodias' attack indeed finishes the thing off.  It flies into shreds of gray cloth, which flutter to the floor.  Everything is quiet, but for the sound of the party's breathing.
DUNGEON MASTER: [Off Initiative.]
DUNGEON MASTER: [400 xp apiece]
DUNGEON MASTER: [Actually scratch the above xp: should be 265 xp each.]
JOHAN D’ALMENTA: "Mate could you patch me up after that thing ripped into me a little bit?" Johan asks Mesodias for some healing to stop the bleeding from the animated jacket.
JOHAN D’ALMENTA: Mesodias will convert Protection from Evil into Cure Light Wounds: 1d8+2 = 10
SOLAR CE’NEA: Solar recasts dancing Lights and sends them around the room to investigate any other strange activities and to look for loot
SOLAR CE’NEA: Perception 1d20+1=18
JOHAN D’ALMENTA: Perception check: 1d20+7 = 13
DUNGEON MASTER: Solar goes over the room thouroughly, discovering little else of note.  It appears this room either neither held anything of value, or anything of value was removed long ago.
DUNGEON MASTER: The door to this room is locked; however, it appears to be quite rotten.
SOLAR CE’NEA: Solar says to Johan and Mecedious, whe have been fighting Haunts but haven't yet found anything out about what has happened here, we need to be on the look out for someone or something that can tell us what is actually going on.
JOHAN D’ALMENTA: Johan kneels at the locked door and prepares his Masterwork Thieves Toolkit from his tunic.
Perception check (traps): 1d20+8 = 26
If no traps are evident he will attempt to pick the lock.
Disable Device: 1d20+10 = 21
DUNGEON MASTER: Johan discovers no traps.  Quickly and quietly, he picks the lock to the door, and it swings open to reveal tangled mounds of moth-eaten fabric sitting on several wooden tables, each surrounded by workbenches. Various sewing tools— shears, needles, rolls of thread, boxes of chalk, and other objects lie scattered over the floor, while the arm of what appears to be a skeleton protrudes from a stained heap of fabric to the west.
JOHAN D’ALMENTA: "I've been thinking about and the only thing I've considered would be taking the bones or remains of the prisioners back to the temple to be blessed and given proper burial rights to break the link they have with this place."
JOHAN D’ALMENTA: "That's strange... this door was locked and someone was inside here with a heap of sewing equipment."
JOHAN D’ALMENTA: "Let's check out our friend over there and see if he was one of the guards or inmates?"
SOLAR CE’NEA: Ok but walk towards it slowly, if it triggers at a certain distance lets make it the most distance we can
SOLAR CE’NEA: Solar suggests that he will stay in the door way to make sure it can't slam shut but has his cross bow and ready to cast a spell.  but first he sends two of the dancing lights towards the hand
JOHAN D’ALMENTA: "That's a good idea. We don't want to get stuck in a room with animated sewing equipment. Did you want to hit our friend over there with one of your rays?"
JOHAN D’ALMENTA: "Just thinking about that is creepy enough. I'd rather deal with a single straight jacket then a room full of things."
SOLAR CE’NEA: I can't think of one of the 5 criminals that had something to do with sewing, I am feeling a little more cautious here
SOLAR CE’NEA: I don't want to attack until we know it is evil, I want to find something I can ask questions of
DUNGEON MASTER: Rising from the mound of moldering fabric, a beautiful young woman dressed in a tattered but lovely blue dress materailizes before Johan. Much about the ghost is blue, including her hair, the tears that run from her pale blue eyes, and the clouds of smoke that drift from her lips when she speaks.

"Welcome to my tomb," she says, softly.
*** DUNGEON MASTER sent ghostwoman.png,... ***
SOLAR CE’NEA: Hello my lady, who are you?
SOLAR CE’NEA: Soalr has his weapon ready but tries not to be obvious about it
JOHAN D’ALMENTA: Johan stands there in shock as he sees what it is floating before them. "Uh hello. I hope you are not here to harm us. We are exploring this place in hopes of removing the evil that resides here."
DUNGEON MASTER: "You do not know me?  You must be new guards, then.  I am Mrs. Hawkran."  She looks eagerly at Solar.  "Have you quelled the rebellion yet?  Is my husband safe?"
JOHAN D’ALMENTA: Johan looks to Solar for his response.
SOLAR CE’NEA: I do not know my lady, we are ...er ...new to the area, We don't know where your husband currently is
SOLAR CE’NEA: how did you come to be here?
DUNGEON MASTER: "I am glad you have come," she replies to Johan.
DUNGEON MASTER: To Solar:  "Nor do I know.  He was nearby, always nearby, but now he is gone.  He was guarding the prison, keeping the prisoners in.  But he is gone now."
SOLAR CE’NEA: Madam I don't mean to be so blunt but I need to ask the question,  "do you realise you are appearing to us as a ghost? "
DUNGEON MASTER: "Yes, I know," she replies sadly.  A blue tear falls down her cheek as she continues.  "I came to be here long ago, when this place was emptied.  The night of the rebellion, they locked me in this room after I... well, I was very upset about my husband, and the put me in here to keep me safe.  Later the room filled with smoke, and I at last fell asleep..."
SOLAR CE’NEA: I am sorry for the distress I am causing you, I had to make sure you were aware of your predicament
SOLAR CE’NEA: When you say your husband was guarding the prison, do you mean he was stopping the evil undead from escaping the prison?
SOLAR CE’NEA: We are trying to stop the undead from hurting the townsfolk, they seem to be slowly manifesting and casuing issues even death for the townsfolk.  Can you helps us stop the evil that resides here?
DUNGEON MASTER: "Yes," she replies.  "Both my Roddyn and the ones who killed him continued to roam this place after they perished.  My husband kept them secured, but he is gone now." Her voice sinks to a whisper.
DUNGEON MASTER: "I cannot leave this room," she replies.  "But I can see everything, and I must try to keep the wicked ones locked down below.  But there are many of them... so many... and I have not my husband's strength."
SOLAR CE’NEA: Could you tell us how to defeat this evil?
JOHAN D’ALMENTA: "We are truely sorry for your loss. We are here to quell the rebellion as some of the prisioners have come back so to speak. Would you know anything that would let us free this place from the taint of the prisioners trapped below?"
SOLAR CE’NEA: aid us in any way.
DUNGEON MASTER: "If you destroy their spirits but once, I will prevent them from taking form ever again.  But to destroy them forever?  I... I do not know.  Perhaps if you find some token or item of my poor husband, I can use it to banish them.  I do not know.  But you must hurry.  The evil ones... they are growing stronger.  Ever since those robed... people... came and took my husband away from me..."
SOLAR CE’NEA: We think your husband was captured in an evil ritual by a group called the Whispering way they were probably the robed ones you refer to.  There were runes and markings around the prison that suggest capturing his soul.  I suspect because he was clearly such a strong presence of a man to keep all this evil contained here.  Can you tell us when you last felt your husbands presence?
SOLAR CE’NEA: Where would a toekn or item of your husband likely be?
DUNGEON MASTER: "I do not know how much time has passed.... it is hard to notice, now... but, the whispering way.  It was men and women in dark robes who spoke only in whispers... they are named well.  The drew those runes, yes, and then at last they took Harrowstone's warden away..."
DUNGEON MASTER: "I do not know," she replies to Solar.
SOLAR CE’NEA: My lady, I am sorry for your loss, but I pledge and I think my companions would as well, to firstly stop this evil that is here and then to try and find your husbands soul to free it from whatever foul deeds the Whispering way has bound him for!
SOLAR CE’NEA: As such any advice on where the most powerful evil are located in this prison would be and any knowledge you have of the layout of the prison would be useful, as well as any clues to where your husband would have been so we can get you an item of his to stop this evil from rising furhter!
DUNGEON MASTER: "There are three floors to this prison--two stories, and a basement.  Most of the cells, and most of the truly wicked ones, are in the basement.  But there are many things that have come to life up above, since my husband was taken away."

"However, only five of the prisoners are too strong for me to contain here.  If you can but defeat them once, I can keep them from returning ever again.  If they have been defeated, I can stand guard here in my husband's place."

"You have defeated one of those strong spirits already.  I saw it.  Another spirit is with you now.  The other three lurk in the dungeons below."
SOLAR CE’NEA: My lady what do you mean One is with us now?
DUNGEON MASTER: "Ah.... you cannot see him?  Then that is why you allow him to walk with you.   Prepare yourselves..."
DUNGEON MASTER: [Initiative.]
SOLAR CE’NEA: Iniative 1d20+7=15
JOHAN D’ALMENTA: Intiative check: 1d20+4 = 9
DUNGEON MASTER: A brief image of a hunched old man appears, his hand resting on Johan's shoulder.  Suddenly his form twists into chains, twisting and writhing around Johan's form and forcing him to the floor.

DUNGEON MASTER: [Johan is now unconcious.]
DUNGEON MASTER: [Order:
Solar: 15
Mesodias: 12
Johan: 9]
SOLAR CE’NEA: Solar immediately steps forward and casts protection from evil on Johan
SOLAR CE’NEA: Damage from Protection from evil 1d6=6
DUNGEON MASTER: The chains wrapped around Johan fade somewhat.
SOLAR CE’NEA: Solar yells out to Mesedious, use your protection from evil in the evil ghost it hurts him!
SOLAR CE’NEA: Mesodious moves forward and casts protection from evil on the Johan possible damage to ghost 1d6=2
DUNGEON MASTER: The chains tighten aroud Johan's neck.  He writhes in his uncioncious delerium, grasping for the chains with his hands, sucessfully weakening them somewhat.
SOLAR CE’NEA: Solar yells at Father Charaton, Release my friend! and then casts disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =12
Damage 1d6=5 against undead
DUNGEON MASTER: Solar's attack hits the chains, which are illuminated in blue light.  They fade somewhat.
SOLAR CE’NEA: Mesodius chanells energy at the evil ghost 1d6=6
DUNGEON MASTER: Mesodias' channeled energy damages the chains significantly.  They are very dim and translucent now.  Unfortunately, it also strikes the ghost of the grieving widow with full effect.  She moans and sobs as the wave of positive energy slams into her.

Meanwhile, Johan struggles with the chains that wrap around his neck.  With all his strength, he grasps them and tears them apart.  They shatter and break, and the haunt evaporates from view with a sigh.

Moments later, Johan regains conciousness.
DUNGEON MASTER: [End rounds.]
DUNGEON MASTER: [535 xp each.]
SOLAR CE’NEA: Solar quickly apologies to the Lady Ghost, My apologies my lady, my friend Mesodious just reacted when he saw our companion in danger, he did not mean to hurt you
DUNGEON MASTER: "I understand," replies the ghost sadly.
JOHAN D’ALMENTA: Johan's eye  snap open as he gasps at his neck not as he struggles for breath but as he fights a battle of will for his control over his mind. He rolls to his feet as he looks around. "What happened to me? Are we still at risk?"
DUNGEON MASTER: "That was one of the prisoners here.  He was a wicked man who pretended to be a priest, gaining peoples' trust to steal from them.  I do not know what he was doing to you, but you defeated him."
SOLAR CE’NEA: I don't think so my friend, something you did appeared to finish the ghost off
DUNGEON MASTER: "LIke the other haunt, he is now no danger to anyone--I can keep him from returning to the world of the living."
SOLAR CE’NEA: My lady, the other 3 remaining can you tell us anything about them, particually what may add us in defeating them?
JOHAN D’ALMENTA: "Well at least that is a relief that he is gone. He had me trapped in some vile dream as if you were dead and I had just awoken after being injured for quite some time. I hate to think what would have happened if you had not broken his spell over me when you did. Thank you again my friends."
SOLAR CE’NEA: I think it was a combined effort there, Johan.  We work well as a team!
DUNGEON MASTER: "There are three--one is an old dwarf, who was known as the Mosswater Marauder.  There is the awful creep known as The Lopper.  And then--she shudders--the Splatter Man."
DUNGEON MASTER: "I do not know the details of these men.  I am sure my husband kept records of them though--they may still be in once piece."  She points away to the south-east.
JOHAN D’ALMENTA: "What can you tell us about these robed ones that whisper in the darkness? Do they still remain in this place or do they come and go from time to time?"
DUNGEON MASTER: "They left after they took my husband, and they have not returned.  I do not think this place interestes them any longer."
SOLAR CE’NEA: Would you like company my lady, is there anything we can do for you?
SOLAR CE’NEA: If we defeat the other 3 spirits will that free you?
DUNGEON MASTER: "I wish only to be with my husband again," she replies sadly.  "But killing the spirits will not free me--it is not them who imprison me, but I them."  Her smile is wry and despondant.
SOLAR CE’NEA: So if we can bring you something of your husbands than that would stop their presecnce here?
DUNGEON MASTER: "It may.  Or maybe it would serve no other purpose than to bring comfort to a grieving widow.  I do not know.  But you must destroy these spirits first, and if you are going to do so then you must act soon.  They are gaining power over me, and it will not be long before they escape."
JOHAN D’ALMENTA: "We will do as you wish and destroy these spirits to prevent them from leaving this place and harming the townsfolk."
DUNGEON MASTER: "Then may the gods bless you," she replies.
SOLAR CE’NEA: We shall return my lady.  But how do we get to the level below? the stairs were full of rubble, is there another way
DUNGEON MASTER: "There were two ways down to the level.  One, my husband blocked himself before he died.  There was a lift..." she points to the east "...I-I am sorry."  Tears stream down her cheeks.  "It is burnt now, but there remains a hole that opens into the old dungeons."
SOLAR CE’NEA: THank you my lady, We will leave you know and go to defeat the evil that resides here, fare thee well
DUNGEON MASTER: The party heads back out into the hallway, moving down to the next door, which is rotten and unlocked.
DUNGEON MASTER: This stark room contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by several rusty branding irons.

[Perception, Please.]
SOLAR CE’NEA: Perception 1d20+1=5
JOHAN D’ALMENTA: Perception check: 1d20+7 = 16
JOHAN D’ALMENTA: "Let's check this place out. It might have some records the remain in the desk over there."
DUNGEON MASTER: The heroes step into the room, but Johan stops short--the scent of burning flesh rises from the corner of the room.

[Initiative please.]
SOLAR CE’NEA: Ok but just watch the brazier and the branding Irons, if they are haunted, those could hurt!
DUNGEON MASTER: [Johan and the npc may act in the surprise round.]
SOLAR CE’NEA: Inititave 1d20+7=15
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 11
DUNGEON MASTER: [Order:

Solar: 15
Johan: 11
NPC: 10
Mesodias: 5]
JOHAN D’ALMENTA: Johan rushes forward and strikes at the brazier before it has a chance to animate.
To Hit (greatsword): 1d20+6 = 23
Damage (greatsword): 2d6+6 = 14
DUNGEON MASTER: Johan's attack does considerable damage to the Brazier, almost--but not competely--cleaving it in half.

Beside him, three branding irons glow bright red and lance through the air towards the heroes.  Johan is fast enough to duck as the thing rushes past.  Mesodias and Solar, however, are not so fortunate.  Mesodias takes 5 points of damage and Solar takes 13 points of damage as the red-hot brands sink deep into the flesh on their foreheads.

As quickly as they appear, the hot brands cool and drop clattering to the floor.

[Off rounds.]
DUNGEON MASTER: Both Mesodias and Solar have a large, smoking, black 'H' in the middle of their foreheads.
JOHAN D’ALMENTA: Johan will use his greatsword to position the iron brands up against the stone wall so he can strike and break them in half.
SOLAR CE’NEA: Solar ask mesodius if he could heal them, and then once healed says, I will standat the door and disrupt dead at the brands...someone have the dorr ready to close and if they attack...close the door on them
DUNGEON MASTER: The irons are now cool and inanimate--they break easily under Johan's heavy greatsword.
JOHAN D’ALMENTA: Mesodias channels a wave of healing energy: 1d6 = 4
DUNGEON MASTER: [200 xp each.]
JOHAN D’ALMENTA: Mesodias will use another channel positive enegy to heal himself and Solar before they leave this room. Channel energy: 1d6 = 5
DUNGEON MASTER: Mesodias' wounds are now completely healed, and Solar is still somewhat wounded but still in good shape.  Both characters still have brands on their foreheads however--as large and as black as ever.
JOHAN D’ALMENTA: Johan will move over to inspect the desk as things in the room quiet down.
SOLAR CE’NEA: Soalr says to johan, I think if we had defetede the haunt our brands would have gone away.  I am going to attack the brands with disrupt undead...prepare your self incase they retaliate
Solar aims at the Brands  disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =19

Damage 1d6=4 against undead
JOHAN D’ALMENTA: "Don't you worry about me I'm ready for whatever it is that is still in here with us. Why don't you show yourself?"
DUNGEON MASTER: Johan discovers nothing of interest in the desk, beyond a mouldy old ledger with pirsoners names and identiifcation numbers.

Meanwhile, Solar shoots blue rays around the room, trying to locate the source of the haunt.  His efforts are met with no visible outcome, though.
DUNGEON MASTER: Solar also strikes the broken brands, with no visible effect.
SOLAR CE’NEA: Soalr then attempts to hit the brazier with disrupt undead
Solar aims at the Brands  disrupt undead
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =12
Damage 1d6=5 against undead
JOHAN D’ALMENTA: "I don't see or sense anything untowards here. Whatever it is has decided to be a coward and hide from us. Quit playing games and let's get this business over with."
DUNGEON MASTER: Solar hits the brazier with his spell.  There is no visible effect.
SOLAR CE’NEA: Solar finally aims disrupt undead at his own head to hit the H on his forehead
JOHAN D’ALMENTA: Johan sighs as he is unable to provoke the spirit into releaving itself. "Are you guys ok with those brands? Are they affecting you in any way?"
DUNGEON MASTER: Solar's ray strikes his forehead.  He feels an odd tingle as the blue ray makes contact, but the others are able to quickly confirm that the big black H is still present.
SOLAR CE’NEA: I shall perhaps take some cloth and make a head scalf to cover the H, I don't think we should be seen in town with these
DUNGEON MASTER: Having seen enough of this room, the heroes head out again into the hallway, making a left turn to stand before the door of the chamber that stands island-like in the middle of the level.  Like the other doors, the door leading to this room is rotted and easily gives way.

Within, this chamber lies in shambles—old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.
DUNGEON MASTER: [Perception, please.]
SOLAR CE’NEA: Perception 1d20+1=11
JOHAN D’ALMENTA: Perception check: 1d20+7 = 17
JOHAN D’ALMENTA: "Something isn't right, it feels like something weighting down my soul with an overwelming sense of sorrow."
DUNGEON MASTER: A single set of clanking manacles rises up to levitate in the middle of the room.

[Initiative please.]
SOLAR CE’NEA: Initative 1d20+7=19
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 13
DUNGEON MASTER: [Solar, Johan, Mesodias, then the manacles.]
SOLAR CE’NEA: Solar imeediately attacks the manicles disrupt undeadDisrupt Undead - (Ranged Touch Attack)
1d20+3 =15
Damage 1d6=5 against undead
DUNGEON MASTER: Solar's attack strikes the manacles, and they fall right back to the floor with a noisy clatter.

[Off rounds.]
JOHAN D’ALMENTA: Johan gives a sign of relief as he watches the manicles fall to the ground. "Nice shot."
SOLAR CE’NEA: Well something had to finally go my way!!!
JOHAN D’ALMENTA: Johan moves further into the room to poke around the rotting items discarded around the walls for anything of interest.
Perception check: 1d20+7 = 20
DUNGEON MASTER: [Oh, and take 135 xp each.]
SOLAR CE’NEA: SOlar does the same Perception 1d20+1=17
DUNGEON MASTER: Johan discovers bits of rope, several old manacles, and a number of rat droppings and cobwebs.
SOLAR CE’NEA: SOlar suggests the room opposite and has his crossbow out ready and is ready to cast a speel if necessary
DUNGEON MASTER: Next the party proceeds out across the hallway.  The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.
JOHAN D’ALMENTA: Johan peers into the room for any signs of large spiders or supernatural threats.
Perception check: 1d20+7 = 14
SOLAR CE’NEA: Solar sends in 3 of his dancing lights
SOLAR CE’NEA: To explore the coreners of the roof and the floors
DUNGEON MASTER: Under the weird glow of Solar's lights, Johan notices a single spider the size of his hand that quickly scuttles back into the webs out of sight.
JOHAN D’ALMENTA: "Just a small spider. He has been busy down here. Let's see if there is anything in here. Being the chapel it might have been protected from the evil spirits in this place."
JOHAN D’ALMENTA: Johan will cut his way through the cobwebs before moving further into the room.
SOLAR CE’NEA: Solar will come behind moving his lights around to make sure everything is lit up
SOLAR CE’NEA: with his crossbow at the ready
DUNGEON MASTER: Johan and Mesodias cut a path through the webs towards the center of the room, while Solar follows behind with the lights.  It is thanks to the lights that everyone is able to see the massive webs suddenly heave, and thus it is that the party is not taken by surprise by the three wolf-sized spiders that suddenly emerge from the webs.

DUNGEON MASTER: [Initiative please.]
SOLAR CE’NEA: Iniative 1d20+7=25
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 14
DUNGEON MASTER: [Order of intiative:

Solar--25
Spiders: 15
Johan: 14
Mesodias: 5]
DUNGEON MASTER: [The party is in the center of the room, 15' from the exit.]
SOLAR CE’NEA:  Crossbow 1d20+4= 24
 damage 1d8=8
 Critical (19-20x2) 1d20+4=18
 Extra Damage 1d8=4
SOLAR CE’NEA: Solar aims at the closest spider that is not under cover
DUNGEON MASTER: Solar bullseyes the largest spider, which drops to the floor in a quivering heap.

Meanwhile the two other spiders drop down to attack, striking at both Johan and Mesodias with giant maws.  Fortunatly, both attacks miss.

[Mesodias and Johan are both threatened.]
JOHAN D’ALMENTA: Johan slashes at the cloest spider with his greatsword.
To Hit (greatsword): 1d20+6 = 18
Damage (greatsword): 2d6+6 = 14
DUNGEON MASTER: Johan hacks another spider to pieces.
JOHAN D’ALMENTA: Mesodias stalks one of the spiders before lashing out with a powerful blow.
To Hit (greatsword): 1d20+4 = 12
Damage (greatsword): 2d6+4 = 12
DUNGEON MASTER: Mesodias' attack, although well-timed, does not account for the large strands of webbing which impede his blow, allowing the spider to scuttle to the side and avoid the attack.
SOLAR CE’NEA: Solar attacks with his crossbow but trying to aim and not hit Mesodias was too much for his simple skills and shoots widely off targer 1d20+4=6
DUNGEON MASTER: The spider lashes out again, striking Mesodias for one hp.  Additionally, it injects its poison, but the hulking holy warrior manages to shake off its effect.
JOHAN D’ALMENTA: "Stand still and just die!" Johan sweeps his greatsword in a downward arc towards the spider.
To Hit (greatsword): 1d20+6 = 12
Damage (greatsword): 2d6+6 = 12
DUNGEON MASTER: Johan's attack just misses.
JOHAN D’ALMENTA: Mesodias grunts with what sounds like bestial anger as he slashes at the remaining spider once more.
To Hit (greatsword): 1d20+4 = 20
Damage (greatsword): 2d6+4 = 12
DUNGEON MASTER: Mesodias greatsword strikes the final beast down.  All three spiders now lie in a gooey mess on the floor of the chapel.
DUNGEON MASTER: [Off rounds.]
SOLAR CE’NEA: SOlar suggest that they search in this area, there could be things of use in a temple perception 1d20+1=16
DUNGEON MASTER: In a cabinet covered with webs in the northwest wall, Solar finds a few religious supplies, including five vials of water, a scroll, and a 8" long bluish wooden stick.
SOLAR CE’NEA: Solar attmepts a knowledge religion check to see what the temple was set up to worship Religion1d20+6=23
DUNGEON MASTER: Judging by the trappings, this temple was dedicated to Pharasma
SOLAR CE’NEA: SoLar casts detect magic to try and identify the long blusih sticks

Carrion Crown Session 9


Session 9
The party concludes their interview with the Sheriff.  Presently he moves away from the group, and all three heroes along with Kendra make their way back along the road to her house.
DUNGEON MASTER: "It looks like rain," she says a bit absently, as she unlocks the door.
SOLAR CE’NEA: Are you alright Kendra?
SOLAR CE’NEA: Can I get you a drink?
DUNGEON MASTER: "Not at all!" she exclaims, rounding on Solar with her hands on her hips.  "People could have died... may still die!  What did you do in that old prison?"
SOLAR CE’NEA: I don't think that anything we did in the old prison caused what happened tonight.  We found that some cultists had been casting ritual spells there.  I thikn this has been building for some time, and that your father had happened upon it and was investigating it.
DUNGEON MASTER: "Cultists!" she says angrily, but suddenly stops short.  "Why do you say that?"
JOHAN D’ALMENTA: "I didn't want to say anything before the townsfolk, however there is an evil in that old prision, with an unquenchable thirst for blood of the living that these occurances are only going to increase unless we do something to stop them. The whole town is living next to a place with a dark history that attracts these kinds of things. It chills me to the core just thinking about it."
SOLAR CE’NEA: Your father was investigating the Whispering way and we discovered that they have put magic runes all around the prison to capture a soul there of Roden hawkran the Warden of the Prison
SOLAR CE’NEA: both what Johan and I say seem to be seperate events but are connected in some way
SOLAR CE’NEA: We are trying to determine what and stop the evil from rising
DUNGEON MASTER: "I don't doubt the place is haunted," she says in reply to Johan, "everyone in the villiage says so, and I belive it from your accounts.  But they will say you stirred the spirits up with your activity there... I hope they will be wrong."
SOLAR CE’NEA: the blood on the statue happened before we went up there. We started investigating becasue of the Statue
DUNGEON MASTER: "The Whispering Way...." she says, thoughtfully.  "My father mentioned them, but he only told me little.  You think they have come _here_?"
SOLAR CE’NEA: Yes my dear they have been and most likely gone, but I think they have stirred up an old evil, that is just starting to make it's prescense felt.
DUNGEON MASTER: "That is true about the statue, I suppose," she says in reply to Johan.  She lets out a heaving sigh.  "You must forgive me, friends...  You have done nothing but help me and the townsfolk so far... I have no right to turn on you like this.  I am sorry."
JOHAN D’ALMENTA: "We know what evil lies in the prision. We even know the names of the spirits of the damned, the worst of the serial killers and rapists. They are trapped or connected to the prision where they died and this evil existed before we even knew about this town. This evil can be destroyed if we can exorcise it from the prision. This won't be an easy feat however the towns future depends upon this otherwise the prision will act as a magnet for this cult to experiement in this place of evil."
SOLAR CE’NEA: I understand my dear, it has been a trying night for ones Nerves, but you must believe me when i say Johan, Mesodious and I will do everything in our power to hlep the town and its people
SOLAR CE’NEA: Johan, This brings a very valid point, If we are returning to the Prison tomoorrow, we should leave very early so others do not see us approaching the Prison, I don't want to get there in the dark but perhaps we should be there at first light so we aren't observed by the townsfolk.  Ill informed rumors can be very dangerous for outsiders!
DUNGEON MASTER: "I don't understand," she replies to Solar.  "Have you seen them?  What makes you so sure?"
DUNGEON MASTER: "But why must you?  Has the prison not been haunted for many years?  Why all this trouble now?"
DUNGEON MASTER: [This latter statement is directed in reply to Johan.]
SOLAR CE’NEA: Your Fathers notes, the books he has been using, my own knowledge of them and the runes which I recognised at the prison as being something the Whispering Way uses.
SOLAR CE’NEA: I think the troubles are starting now because of what ever the Whispering did
SOLAR CE’NEA: When I say I recognise the runes, I am actually making an educated guess but I am confident that is what has happened.  I have a strong gut feeling gut feeling about it
JOHAN D’ALMENTA: "What I think has happened is that these Whsipering Way have somehow drawn the evil out of the place to manifest itself. We have faced two powerful haunts, one was a pair of disembodied hands grasping a sythe, and the other was the Piper, one of the condemed who used his powers to make us powerless to move while he drained our life away. I don't want you to go to the prision but you wiould feel the evil even before you reach the front door to the prision."
DUNGEON MASTER: "I... I am glad you told me of this," says Kendra at last, in reply to Solar.  "I never liked the way my father died.  The gargoyle that supposedly crushed his face--it was no higher than my own head!  Unless he stood beneath it with his nose in the thing's neck, how did it kill him!"
SOLAR CE’NEA: I am sorry Kendra, we suspected something wrong about his death and went to investigate, but we found no proof one way or the other.  I think he was discovering the danger looming over this town, and was about to act.  I don't know if his death was an accident or created by the Way or someone else, but we intend to help the town just like your father would!
DUNGEON MASTER: To Johan she replies: "They may have.  In any case you have my gratitude and respect.  Not many would be willing to confront such an evil.  But I am worried for you as well.  I heard townsfolk talk--you were seen entering that prison.  In Ustalav, a hero and a fool are the same thing."
SOLAR CE’NEA: Hopefully in the process we will discover the truth about your fathers death
SOLAR CE’NEA: Perhaps we need to be less obvious in future
DUNGEON MASTER: "Indeed," she replies.  She sighs, sadly.  "My father brought you here for a reason.  If he trusted you, then that should be enough for me.  Once again, forgive me, friends."
SOLAR CE’NEA: Kendra, While at the Prison, one of the Undead, the Piper, controlled stirges, they attacked me and drained a lot of energy from me and we don't have time for me to recover naturally, do you think Father Grimborrow would be able to and willing to restore me to full health?
DUNGEON MASTER: "He might," replies Kendra.  "He's not well-disposed, but he's honest and not any kind of fool.  If he thinks you're doing Ravengro a service--as I do--then he might help you."
DUNGEON MASTER: The night passes uneventfully, but for the pitter-patter of rain that begins about one in the morning and gradually grows.  Morning dawns to reveal a hazy, overcast sky with a downpour turning the dirt streets into muddy paths--it appears that Kendra was correct about one thing, at least.
JOHAN D’ALMENTA: Johan queries Kendra before they leave early for the prision taking advantage of the concealment from the light rain. "Excuse me but I was wondering if you would have any protective spells that could be cast on us to protect us from whatever we find in the prision? I don't know the names of particular spells but anything would be rgreatly appreciated."
DUNGEON MASTER: "I do have an armor spell I could cast... it will help lightly those lightly armored for two hours before fading," she repleis.
JOHAN D’ALMENTA: "That sounds perfect as two hours is more time than we would care to stay in that place," replies Johan.
SOLAR CE’NEA: I agree!
DUNGEON MASTER: Kendra agreeably casts the spell, and a slight shimmer appears over Solar's body.
SOLAR CE’NEA: Many thanks my lady!
SOLAR CE’NEA: After speaking to and getting assistance from Kendra, Solar suggests to his companions that they head to the prison first, but they should go through the forest on a short roundabout route and come at the prison from the other side so that the local townsfolk don't see them arrive at the prison.  He also advises Caution and to keep an eye out for possible surprise attacks but knows he is talking to the converted
JOHAN D’ALMENTA: "Why don't we enter the prision building with the same section we did last time. I am curious if the Piper has been reanimated again within such a short amount of time."
SOLAR CE’NEA: I think that is a excellent idea, If he is still there we know what we face, if he isn't we know we can have some effect clearing out the undead from the prison
DUNGEON MASTER: The party enters the gate via a roundabout route, going around to the west porch.  They now stand within the 10' long hallway they entered last time.
DUNGEON MASTER: The rain is heavy, and casts a pall over everything--the prison looks a great deal gloomier than it did yesterday.
SOLAR CE’NEA: Perception 1d20=19
JOHAN D’ALMENTA: Perception check: 1d20+7 = 23
SOLAR CE’NEA: Perception 1d20+1 =6 Solar is looking to see if any of the Skeletons in the cages are moving, and listneing for the playing of the piper or the sound of the stirge wing beats
JOHAN D’ALMENTA: "Let's get some light in here and check out further in the hallway were we encountered the Piper previously," says Johan with his greatsword readied in both hands.
SOLAR CE’NEA: Solar Cast Dancing Lights and sends them down the hallway 1 light goes through the cells on the left, one light on the cells on the right, the other two lights go straight down the hall way one at chest height, one closer to the ceiling
JOHAN D’ALMENTA: "If that fuckers pipe is still here I think we should take it and maybe bury it or dip it into holy water to put his damned spirit to rest for all time?"
DUNGEON MASTER: The party treads down the cell block warily, weapons out.  Silence greets them.
DUNGEON MASTER: At the end of the first cellblock lies a corner cell, larger than all the others.
JOHAN D’ALMENTA: Johan points to the larger cellblock, "That looks like a good place to start." Johan will inspect the hallway for traps before moving forward for a closer look.
Perception check (traps): 1d20+8 = 28
DUNGEON MASTER: Johan discovers no traps.
DUNGEON MASTER: Although this cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.
JOHAN D’ALMENTA: "Do you think this guy was the Piper?"
SOLAR CE’NEA: "No I don't, if I recall correctly from our research there was nothing to indicate the piper as a priest or a cleric, Let me think about this," Solar tries to recall if one of the netorious major prisoners was a preist or a cleric or if he collected holy symbols knowledge Local 1d20+11=22
JOHAN D’ALMENTA: Johan will loop the skeletons skull from its body with his greatsword.
DUNGEON MASTER: Solar remembers nothing new about the prisoners of Harrowstone.
DUNGEON MASTER: Johan strikes the skull from the skeleton's head.  It drops to the floor and shatters.
SOLAR CE’NEA: Solar wonders around the outside of the cell to see if there are any symbols or markings Perception 1d20+1=7
JOHAN D’ALMENTA: "I'm happy to leave this guy chained in these magical manicles for the time being unless you wanted to release him and see what happens."
JOHAN D’ALMENTA: "That is if my mundane lockpicks are even able to open these locks?"
DUNGEON MASTER: Solar discovers no symbols or markings.

Away to the east stands a guardpost overlooking the first floor entrance to Harrowstone, blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.
SOLAR CE’NEA: No, I think i am happy to leave him there, However just have your sword ready, I am going to hit him with a disrupt undead spell through the door way
SOLAR CE’NEA: Solar cast Disrupt undead at the Skeleton  Disrupt Undead - (Ranged Touch Attack)
 1d20+3 =21
 Damage 1d6=6 against undead
DUNGEON MASTER: Solar's ray strikes the skeleton with no visible effect.
JOHAN D’ALMENTA: "Let's check out the passage to the first floor." With that he moves closer to the arc of iron bars and looks around for a lever or mechanism to open it without having to resort to brute strength.
JOHAN D’ALMENTA: Perception check: 1d20+7 = 15
DUNGEON MASTER: The bars are rusted in several places and will easily give way to Johan's strength.
DUNGEON MASTER: To the left, near the center of the level, is an old staircase leading downwards into the gloom. 

Ahead lies another, smaller, cellblock.  Each cell containes a mouldering old skeleton. [non-animated.]
SOLAR CE’NEA: SOlar sends two of the lights in the arc of Iron bars to better illuminate the area
DUNGEON MASTER: Johan notices a lever inside.  It is heavily rusted.
DUNGEON MASTER: Thanks to Solar's lights, the guard post is now better illuminated.  Minute cobwebs and rat droppings are now easily visible.
DUNGEON MASTER: There is another exit off this floor, heading out towards the balcony where the eastern wall has fallen away.
DUNGEON MASTER: Additionally, there appears to be an old kitchen about midway along the eastern wall.
JOHAN D’ALMENTA: "This place is falling apart. I thought as much all this metal would be rusted." Johan inspects the lever for any traps before he considers putting his weight into it. Perception check (traps): 1d20+8 = 28
DUNGEON MASTER: Johan discovers no traps, and makes short work of the rusted old bars.
DUNGEON MASTER: Flakes of rusted metal swirl around in the air before falling to the floor.
SOLAR CE’NEA: Solar suggests that the follow the wall around looking for anything that is unuasual until they get back to where they entered the building, then head to the middle of the floor and start investigating the stair down.
DUNGEON MASTER: The south-eastern cells hold skeletons, which thankfully do not animate as the characters approach.
JOHAN D’ALMENTA: "I'm not taking any chances with these skeletons. They are not moving right now but when and if the Piper comes back you never know." Johan will systematically remove the head from each skeleton they are approach.
DUNGEON MASTER: Johan skillfully takes the head off every skeleton through the bars
DUNGEON MASTER: Against the middle of the eastern wall lies a kitchen, now nothing more than charred, blackened remains.  An adjoining pantryonce contained an abundance of foodstuffs, but it was picked clean by rats and squirrels long ago.
JOHAN D’ALMENTA: Johan will inspect the kitchen area for any traps before they look around for any clues or items of interest. Perception check (traps): 1d20+8 = 24
SOLAR CE’NEA: Solar sends two of the dancing lights follwoing Johan to help he see properly
DUNGEON MASTER: Johan discovers only rat droppings and pillaged dry goods.
DUNGEON MASTER: The opening at the north-eastern corner of the building opens onto the eastern balcony (R7)  The northern portion of this balcony has crumbled away into a pile of rubble amid the gently rippling waters of a dark pool of water. Ivy hangs down from the walls in thick, matted lengths, while dense tangles of vines decorated with deep red and violet flowers adorn the balcony’s edges.
SOLAR CE’NEA: Solar goes to look near the edge of the building to over look the lake, he has his crossbow at the ready
DUNGEON MASTER: Solar spots something peculiar: near the wall of the balcony, on the inside, lies a gnome's skeleton.   Strips of rotten leather armor and rusted weapons lie among the remains.
SOLAR CE’NEA: Solar suggests trying to pull the gnome's body towards them with his grappling hook
JOHAN D’ALMENTA: "Sure thing, worth checking out what items he has to perhaps identify who he was in a previous life." Johan will throw the grapple hook to catch part of the gnomes armour and pull it closer for inspection.
DUNGEON MASTER: Johan's grappling hook sucessfuly catches onto the skeleton.  As Johan drags the skeleton across the balcony, a rotten old pouch breaks open, scattering gold coins across the floor.
SOLAR CE’NEA: Solar suggests tying the rope around him and he will try to go out and get the coins and if there is trouble the other two pull him out of there
DUNGEON MASTER: Solar ventures out onto the balcony to retrieve the coins.  He gathers up several before he notices something sinister--the beautiful crimson and violet flowers, which to bear tiny faces.

[Initiative please.]
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 17
SOLAR CE’NEA: Iniative 1d20+7=24
SOLAR CE’NEA: Solar sees the faces and backs out as quick as he can, "pull me back NOW the plant has little faces" he yells.
DUNGEON MASTER: Solar backs off the balcony.  Where he stood, a cloud of violet pollen rises, filling the air.
JOHAN D’ALMENTA: "That might be what got our gnome friend over there." Knowledge check (nature): 1d20+5 = 14
DUNGEON MASTER: This is an Xtabay.  Known for their potent—and ultimately deadly—scent, xtabays are a floral hazard to the unwary. As fast-spreading as ivy, a xtabay’s vines are sturdy and adaptive, making the plant a potential threat nearly everywhere—from gardens to wells to forest groves.
JOHAN D’ALMENTA: "It seems like it is unable to grab us from where we are so let's leave it for the time being. We can always come back with a few flasks of oil and burn it down later."

Carrion Crown Session 8


Session 8
DUNGEON MASTER: Afternoon turns into evening, and presently Kendra emerges from her study to discover the heroes once again delving into Harrowstone's history and present state.   Her cursory greeting is interrupted as she notices the thick, red welts that have broken out on Solar and Mesodias.

"Good… Stern Lady!" she gasps.  "What happened to your necks?!"
JOHAN D’ALMENTA: "Here this is for you. It is the head piece from a stirge I thought it might make a fancy quill for your studies?"
DUNGEON MASTER: "What!?  Oh my!  T-thank you," she says hesitantly.
JOHAN D’ALMENTA: "It's ok we just discovered the prision is haunted and it definately needs to be exercised, not that I have the first clue how to do that."
SOLAR CE’NEA: Yes my lady we seemed to run into a stirge nest, nasty little critters, I am happy to report they will not be bothering anyone again
JOHAN D’ALMENTA: "We may need to spend a few days to recover from our initial exploration of the prision. It was interesting to say the least."
DUNGEON MASTER: "Well..." she says taking a deep breath.  "We always have talked about that place being haunted, but I never thought..."
SOLAR CE’NEA: Actually my lady, could we trouble you for some healing spells, I have gathered from previous conversations that you might dabble in the healing arts
DUNGEON MASTER: "And stirges!"
DUNGEON MASTER: "I am sorry--you must understand that I do nothing of the sort.  I cast arcane magic.  You must see someone at the temple for curing."
JOHAN D’ALMENTA: "Yes they appear to be very friendly critters who like my ex-girlfriend become quickly attached and quite painful to deal with."
DUNGEON MASTER: Kendra looks at Johan as if she is not sure what to make of his remarks.  "Well!" she says again.  "I hope you found something worth your trouble.  I was going to suggest that we go visit the Outward Inn tonight--there's a troupe in town, performing there!--but if you're not feeling so well…" she intones her last statement as a question.
SOLAR CE’NEA: Oh know, a good bath and clean clothes will go a long way to restoring my strenght my lady, I would be honoured to accompany you to the Inn!
JOHAN D’ALMENTA: "I second that. We will not let a bunch of stirges to spoil the evening," says Johan.
DUNGEON MASTER: "Good," she says smiling.  "Let me get some cold meats on the table while you men..." she finishes the sentence with a wave of her hand.
JOHAN D’ALMENTA: While they wash up and prepare a fresh set of clothes Mesodias converts Shield of Faith into Cure Light Wounds and channels the energy into Solar to knit up his wounds and replenish his lost blood from the stirge attack.

Cure Light Wounds: 1d8+2 = 8
JOHAN D’ALMENTA: Mesodias converts Protection from Evil into Cure Light Wounds and focuses on healing his own injuries sustained from exploring the first section of the prision.

Cure Light Wounds: 1d8+2 = 5
DUNGEON MASTER: The trio washes up and returns down to find a spread of cold meats and bread set out, just as promised.  After a quick dinner, washed down with a splash of wine, the group heads out.

The Outward Inn, run by proprietress Sarianna Vai, is a small affair boasting about ten rooms surrounding a wide main floor with and a small stage.  Both main floor and stage are presently jammed to capacity this night, as an odd assortment of performers known as the Crooked Kin have come to town. 

Kendra guides the heroes to a table halfway down the main floor, which Sarianna has evidently kept reserved.  Everything is a bustle of noise and cheering and clayware clanking on tables.
SOLAR CE’NEA: Solar holds out a chair for Kendra to sit at the table
DUNGEON MASTER: [The party is relatively well-dressed for this event.  No armor is being worn, and no weapons larger than daggers are in evidence.]
JOHAN D’ALMENTA: Johan takes his seat as he looks around with interest as the performers prepare themselves for the nights show. "Well this is exciting. I haven't seen this performance before I am keen to see what they can do."
DUNGEON MASTER: With a smile, Kendra settles into the chair held out for her and waves to the barman.  "A glass of red, if you please," she says, a bit primly.
SOLAR CE’NEA: Yes, I will be interested to see what they do, I have seen many performaers but I often find everyone has a diffeernt skill set!
JOHAN D’ALMENTA: Johan asks Kendra, "How often do perfomances like this come to town?"
DUNGEON MASTER: The Crooked Kin consists of 13 performers, all people with a variety of physical handicaps or deformities, plus a handful of additional sideshow attractions.  The first up is an albino man with red eyes and long, white hair that hangs below his knees.  He also wears a tall red top hat, a long red coat with gold buckles, and striped trousers.
*** DUNGEON MASTER sent kalemhesse.png,... ***
DUNGEON MASTER: "Almost never!" replies Kendra.  "This is the first one in a year at least."
DUNGEON MASTER: At that moment, the Ringmaster claps his hands for the audeince's attention.  "Ladies and Gentlemen!" he begins.  "All about this cursed land the darkness seeps, twisting children in the womb into ugly--yea, monstrous!--forms.  Deformed, we gather together where ever we may, seeking to parade our imperfections before gawking citizens, that they may behold the price our people pay for sins past.  Thus it is that we come to you... may I present ... the Crooked Kin!"
DUNGEON MASTER: The audience breaks into tepid applause.
DUNGEON MASTER: With that he cracks his whip and a puff of smoke obscures the stage, clearing moments later to reveal a woman.  She stands nearly 7 feet tall and boasts a long beard coming down to her waist.
SOLAR CE’NEA: Solar, begins to feel a little uncomfortable, he doesn't normally see deformities as deformitites, he sees the person as a whole and is more interested in the personality, however he realises that the people performing work this to make money, so he ajusts himself and puts on a happy face, watching Kendra to see her reaction, so as not to offend her.
DUNGEON MASTER: "Greeeetings, fine folk of Ravengro!  I am Lidia Gerod, the Bearded Lady.  I come to you from the far land of the Mammoth Lords, where my father rules as king.  Long, flowing beards are a sign of feminine beauty in that savage land, and there men line up to court me."
DUNGEON MASTER: Kendra makes a small face at this but otherwise her smile remains placid as she continues sipping her wine.
DUNGEON MASTER: Once again smoke covers the stage and clears yet again to reveal pair of twins with distored heads, who introduce themselves as The Pinheads.
JOHAN D’ALMENTA: Johan sits silently watching with a concealed expression of curiosity as the individuals display their deformed and tormented bodies before the crowd.
DUNGEON MASTER: Next on stage is the Swarm of Clowns, which turns out to be three men each posessing an extra limb.  One has three legs and the other two have three arms.  They are indeed skilled acrobats, and perform a number of impressive feats on stage before the smoke obscures them once again.
DUNGEON MASTER: When the smoke clears yet again, a shockingly ugly Ulfen man nearly 8 feet tall stands upon the stage, who introduces himself as Trollblod.  He carries a huge bronze brazier in one hand before him, which he breathes through to create a huge gout of flame that shoots up toward the ceiling.

The crowd, whose applause has been somewhat tenative so far, gasps and bursts into generous applause at this performance.
SOLAR CE’NEA: "Now that is impressive" Solar remarks, "that requires some skills!
DUNGEON MASTER: Kendra, whose face is starting to glow with wine and with excitement, smiles in agreement.
DUNGEON MASTER: And next comes a four-armed woman introduced as S’jeer, the Vudrani Princess.  She holds a tarot deck in two of her hands, and with two other hands begins pulling off cards to offer to the members of the front row as readings.  "Come one!  Come all!" she cries.  "Let me fortell your future!"
SOLAR CE’NEA: Solar starts to relax more as it seems that the people from this group are just like other circus perfomrers he has seen else where, they just look very different.
JOHAN D’ALMENTA: If Johan has room he will approach the Vudrani Princess and take the card(s) offerred from her tarot deck.
DUNGEON MASTER: There is sufficient room for Johan to make his way up to the stage.
SOLAR CE’NEA: Solar leans over to Kendra and says, "This should be interesting" with a little sly smirk on his face
DUNGEON MASTER: "Ah, you!" the Vudrani Princess cries as Johan approaches.  "Let me tell you what riches awaits a such a strapping young hero as Ustalav needs.  For you!  A hammer!" she pulls off one card and shows it to the audience before letting it flutter to the floor.  A Shield!  And--what is this?  The Uprising?"

At that moment flames burst out of the card she holds towards Johan.

[Fort save DC12 all or be blinded.  Johan automatically fails.]
SOLAR CE’NEA: Fort save 1d20+2=7
JOHAN D’ALMENTA: Johan blinks and rubs at his eyes as the light is taken away from him as the rigged tarot card flares up.
SOLAR CE’NEA: Solar although blinded tries to step up between Kendra and the explosion in a protective stance
DUNGEON MASTER: The Vudrani Princess screams.  This, more than anything else, sends a sudden wave of panic through the crowd.  Another scream, then another, echoes through the room.  The sudden sound of glass breaking and another whoosh of flames sounds somewhere off to the side as those blinded struggle to regain their vision.

[Perception Check, Please]
SOLAR CE’NEA: perception check 1d20++1=12
JOHAN D’ALMENTA: Perception check: 1d20+13 = 20 (21 vs. Humans)
JOHAN D’ALMENTA: Adj Perception: 1d20+7 = 20 (22 vs. Humans)
DUNGEON MASTER: As the characters' vision clears, they behold a smoke-filled room.  It appears that the shattering of glass came from two sources--the numerous oil-fueld lamps along the walls, which have burst and shattered, scattering burning oil all around the sides of the buildings.

The second source of the breaking sound becomes evident as a skull swoops down from the smoke-obscured heights of the hall, bits of flesh still hanging from its face and graying teeth clattering slightly as it bobs in the air.  Flames fill it, gushing out of the eye sockets and mouth.

High above, another window shatters, raining glass down on the assembled citizens.

[Initiative, please.]
SOLAR CE’NEA: 1d20+7=15
JOHAN D’ALMENTA: Initiative check: 1d20+4 = 12
DUNGEON MASTER: [Flaming Skull--19
Solar--15
Johan--12
Mesodias--5
Townsfolk--2]
JOHAN D’ALMENTA: Johan wipes his eyes as the smoke burn blindess fades to reveal a scene of horror before him. He paused in shock for a moment as he looked around in disbelief in case it was merely a temporary haunt. He silently cursed as he snaped to his senses, people were burning alive, his friends, the performers and the innocent townsfolk had all been included in this nightmare.
DUNGEON MASTER: One skull swoops down from the heights above at the Vudrani Princess, who stands horrified on the stage with her mouth agape.  Fortunately for her, the skull misses her by inches, biting a stage curtain instead which presently ignites into flames.

Another townsperson is not so lucky however; a second skull hovers down in front of him and bites him in the throat--the man falls to the floor as his scream fades into a gurgle.

The four fires ignited by the burst lanterns spread outward 5'.

[Presently Johan is at the front with the Vudrani Princess, both of whom are threatened by one burning skull.  Thirty feet back Solar and Mesodias stand, prepared to protect Kendra with their lives.  THe second burning skull is within 15' of their location.

For simplicity's sake, let's say that each of the four burning patches of oil are within one round's movement of every character.]
SOLAR CE’NEA: Solar attempts to identify what type of creature the Flaming Skulls are Knowledge religion 1d20+6=19
If it is undead, Solar attacks the one closest to Kendra with Disrupt undead, If possible and reasonable to do so, he puts himself between Kendra and any visible danger
Disrupt Undead - (Ranged Touch Attack)
1d20+3 =16
Damage 1d6=3 against undead

He then shouts to their mute cleric, "use your spells of creating water to put out the fires, we will deal with the floating Skulls!"
DUNGEON MASTER: Solar recognizes these creatures as flaming skulls, abominations created when beheaded humanoids rise from the dead.
SOLAR CE’NEA: Solar shouts to all in the room " these creatures as flaming skulls, abominations created when beheaded humanoids rise from the dead." if you can fight undead, help us, if not get out as quick and safe as you can!
DUNGEON MASTER: Solar's attack strikes through the gloom, hitting the floating skull despite the thick smoke and the agape townsfolk.  Holy light bathes the unholy creatures, and fractures appear all over its skull, but it remains floating in the air after the attack.
JOHAN D’ALMENTA: Johan curses out loud as he draws his dagger and defends himself. He isn't sure about the effectiveness of his actions but to hell with it. 
To Hit (dagger): 1d20+6 = 21
Damage (dagger): 1d4+4 = 7
DUNGEON MASTER: Johan's attack smashes through the skull, shattering it into little pieces that fall on the floor.  The flames, however, burn Johan's hand as he slams the thing to the ground.  [1d6=3 damage Johan.]
JOHAN D’ALMENTA: Mesodias will stand to shield Kendra from any undead floatig skulls. He channels a cantrip to Create two gallons of water to put out some of the fires blocking the exit from the building.
DUNGEON MASTER: Mesodias' action extinguishes a nearby fire--three spots of oil now burn at the sides of the building.

Galvanized by Solar's cry, a number of townsfolk leap to their feet and scramble for the exit, overturning tables and chairs in their haste to get out.  In fact there is a minor risk of stampede, as the single door near the front of the inn proves to be something of a bottleneck.  A number of citizens are pushed into the flames: two are enveloped screaming near the front left of the inn, and another--one Mr. Avanaki, owner of the General Store, catches fire near the front right of the room.

The remaining skull, seemingly infuriated by Solar's attack against it, lauches itself into a futile attemt to tear out the Sorcerer's throat, which instead ends up only knocking over Kendra's glass of wine.

[Solar and Mesodias are now threatened.]
SOLAR CE’NEA: Solar instantly in proctection mode for Kendra points his hand at the Flaming skull and hits with all his ledritch might Disrupt Undead - (Ranged Touch Attack)
1d20+3 =21
Damage 1d6=6 against undead
DUNGEON MASTER: Solar's attack disinigrates the skull--the fractures widen as blue light bursts and shatters the undead abomination.
DUNGEON MASTER: [The skulls are now all dead.]
JOHAN D’ALMENTA: Johan's hand instantly begins to blister as reaction from the heat caused from shattering the undead skull with his dagger. Johan grits his teeth as he fights past the pain. He rushes over to Mr. Avanaki as he assists to put out the flames burning the man.
DUNGEON MASTER: Johan helps the rotund man to his feet, slapping out the fires as he does so.
JOHAN D’ALMENTA: Mesodias focuses on creating water to smother the remaining fires to help prevent any townsfolk from being harmed.
DUNGEON MASTER: A second patch of burning oil hisses out in a rising burst of steam.

For their parts, Kendra and the crooked kin gathers their wits together and act.  Kendra jerks a tablecloth fron under one of the tables and with it smothers one of the fires at the front.  The Ringmaster and the three-armed clowns pull citizens free from the blaze at the otherside of the stage.

[Off rounds.]

Everthing is a mess of toppled tables, smoke, and chaos.  There is a stampede at the door, but the room is rapidly emptying.  Three badly burnt people lie on the floor near the fires, and a fourth man lies bleeding at his throat from the skull's bite.
SOLAR CE’NEA: Solar, seeing that Kendra is realtively safe, grabs for one of the badly burnt people lying on the floor to take them outside
JOHAN D’ALMENTA: Johan cries out to those remaining, "Are there people still in the building? Is there a basement or rooms out the back?!"
DUNGEON MASTER: Solar takes his charge out into the cool night air.  Looking down at her burnt form, he recognizes her as mid-aged woman. 

A mist seems to be forming, and the moisture condenses on Solar's skin.
DUNGEON MASTER: Within the Inn, Johan's entreaty is answered by none other than Sarianna Vai, an older woman who still retains some of her beauty.  "Yes... Yes!  There may be!  Let me see to them at once!"

She hustles off down the hall to check the rooms.
SOLAR CE’NEA: Solar gentley puts down the lady and rushes back in to grab another person who is laying in the Inn
JOHAN D’ALMENTA: Johan rushes down the hallway closely behind Sarianna as they look for any suriviors deeper inside the tavern building.
DUNGEON MASTER: The town watch is never far away in Ravengro, and it isn't long before Benjan Caeller arrives with two deputies.  They discover a smoke filled inn that has been effeciently emptied of all inhabitants through the efforts of Johan and Sarianna.  Outside, in a neat row, lay the burn victims where they were carried by Solar and Mesodias.

In a huddle near the edge of the commons stand the Crooked Kin, watched over by a pair of deputies with billy clubs. 

"So," says Benjan to the characters, after speaking with Sarianna to hear her version of events, "tell me about it.  What started the fire?"
SOLAR CE’NEA: "It seemed that the fire just started and that these flaming heads just appeared and started attacking everyone" Solar says, he believes the Kins reactions were as shocked and surpised as anyones and does not feel the blame lies with them, hence does not implicate them.
JOHAN D’ALMENTA: "It all happened so quickly but the floating skulls appeared and attacked everyone without prejudice. One moment they weren't there, the next there were already in the room."
DUNGEON MASTER: "Yes, that's what I've been hearing," Benjan replies with a suspicious glint in his eye.  "I wonder what might have stirred up those skulls in the first place?  In any case, I suppose you have earned Ravengro's thanks for your help.  If not for you, I'm sure we might have lost some townsfolk tonight."
SOLAR CE’NEA: "It was our pleasure to be of service!" perhaps we can get these poor injured folk to somewhere where healing can be given to them!"
DUNGEON MASTER: Kendra fidgits uncomfortably with her hands as this exchange takes place, but says nothing.