Showing posts with label Carrion Crown Series. Show all posts
Showing posts with label Carrion Crown Series. Show all posts

Monday, March 4, 2013

Carrion Crown Session 59

Session 59
DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: It is now a little after noon, and the four party members are gathered together near the end of the bridge, where they plot their upcoming assault.
 SOLAR CE’NEA: SOlar thinks back to see if Golems of this kind usally are immune to fire or if it would be the magic componant that he has been resistant to thus far
 SOLAR CE’NEA: Knowledge arcana check 1d20+16=32
 JOHAN D’ALMENTA/MESODIAS: Johan uses Adamantium Weapon blanch on keen longsword
Solar Invis on party members
Grundig flies to rooftop in animal/air elemental form
Summon Nature's Ally to distract
Potion of Gaseous Form on one person - float to rooftop, cancel gaseous form and while invis active stormcaller)
Haste before/when we reach the top
Use Ring of the Ram for 3d6 force damage (50ft range) - maybe knock beast off rooftop with ring
Diamond Spray the beast
Johan/Mesodias attack (grease on our armour/enlarge both of us)
Ivory Goat attacks (carry goat to rooftop if it can't climb ladders)

Options:

Distract with Wand of Summon Swarm
 DUNGEON MASTER: Solar knows that constructs are frequently immune to magic, and judging by what they've seen already, it isn't much of a stretch to believe this one is so endowed. They are usually also resistant to damage from non-adamantium weapons.
 DUNGEON MASTER: Solar also knows that this creature is extremely powerful. It is very likely that this creature has several deadly abilities that it has not yet used.
 DUNGEON MASTER: Looking up at the tower roof, the party sees a flat platform high above the raging waters. A spire of twisted iron rises from the tower’s roof in a series of three triangular iron platforms. Perched at the very top stands a huge lightning conductor and numerous lightning rods.
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses a charge from the Wand of Cure Moderate Wounds to heal the last of his injuries
CMW: 2d8+2 = 10 hp healed
 JOHAN D’ALMENTA/MESODIAS: Johan prepares to coat 10 arrows (4x +1 arrows; 4x common arrows and 1x silver arrow) with his vial of adamantium weapon blanch
 JOHAN D’ALMENTA/MESODIAS: Johan gives Solar his potion of gaseous form, at the same time he gives the ring of the ram to Grundig.
 DUNGEON MASTER: Their plans complete, the party prepares to put it in action!
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Bull Strength on Johan (7 mins)
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Shield of Faith three times, each cast on Grundig, Johan and Mesodias (7 mins)
 SOLAR CE’NEA:  Solar casts enlarge Johan and Mesodias  (7 mins)
 SOLAR CE’NEA: Solar casts Silence from the wand on three rocks (Solar, Johan and Grundig holds) (7 rounds)  and casts Cast invisbility on party members (7 mins).
 DUNGEON MASTER: The party proceeds forward, hands on one another's shoulders to keep together.  The bridge is eerily quiet, with the horrible creature overhead leering down on the silent, invisible group.
 DUNGEON MASTER: The party then proceeds to make their way upwards. The second floor is quite destroyed, and it is with some difficulty that the heroes navigate over the torn, rent stairs, up onto the top room of the tower.

This tower room, clearly once a laboratory, is choked with huge webs. Two curious objects—a large iron idol and a glass bell jar of the same size—stand against the eastern wall. The jar is filled with fluid and contains a human woman, while the idol has only two openings for eyeholes, through which blink a pair of terrified human eyes.

Above, daylight shines through a torn hole in the ceiling, where not so long ago an iron hatch barred the way up to the roof.
 JOHAN D’ALMENTA/MESODIAS: The party quickly burns the web, enough allowing passage through to the rooftop.
 DUNGEON MASTER: The party sucessfully burns away enough webbing to reach the hatch, without attracting any unwanted attention--apparently.
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias while enalrged lift the goat to the rooftop for Grundig to position someplace out of the range of the beast.
 GRUNDIG: grundig makes his way up and places his invisable mount where he can remimber where he parked it
 SOLAR CE’NEA: SOlar follws them all up
 DUNGEON MASTER: The moment Johan comes within 20' of the horrid creature at the top of the tower, it jerks its head around and eyes the opening to the top of the tower, suspicious and alert, Slowly it moves around the perimiter, as if searching for the source of the sudden silence effect.
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias being the task of climbing up the metal support tower to position themselves in a place to snipe at the creature being as far away as possible.
 GRUNDIG: grundig walks the goat arround the ladder and leaves it there and begins to climb the ladder
 SOLAR CE’NEA: Solar follows everyone else up the ladder
 SOLAR CE’NEA: and heads towards the machine to see how to activate it
 DUNGEON MASTER: The party members proceed up the structure, to where a peculiar brass device, studded with dials and protrusions and filled with a strange purple liquid, stands high atop the tower, attached to a huge silvery conductor by thick, rubber coated cables.
 JOHAN D’ALMENTA/MESODIAS: Johan begins to secure a length of rope to one of the iron pillars that would support their weight in case they need to get down to the rooftop quickly.
 SOLAR CE’NEA: Solar looks for any items, instructions levers etc that would let him understand how to activate this device Knowledge Arcana 1d20+16=28
 JOHAN D’ALMENTA/MESODIAS: Johan removes his longbow and prepares to snipe at the creature from above.
 GRUNDIG: grundig stears admiringly at the creaturs finger
 DUNGEON MASTER:  Mounted on the spire is the Storm Caller, a huge lightning conductor and the power source for the device, surrounded by numerous lightning rods. After examining it for a few moments, Solar deduces how to activate it.
 SOLAR CE’NEA: SOlar looks around and tries to identify how he would activate the bondslave thrall once the power starts working
 SOLAR CE’NEA: Knowledge check 1d20+16=33
 DUNGEON MASTER: The Bondslave Thrall is a large brass apparatus that weighs almost 250 pounds. It is attached to the Storm Caller by four inch-thick, rubber-coated copper cables. Once the Storm Caller has been turned on, the Bondslave Thrall can be activated. At this point, anyone touching the Bondslave Thrall will be able to use it.
 DUNGEON MASTER: A sudden shudder shakes the structure down from below. Peering down through the holes in the floor, the party notes that splattered gore is all that remains of Grundig's splendid goat.
 JOHAN D’ALMENTA/MESODIAS: Mesodias silently laughts as he peers down at the most worthy opponent he has ever faced.
 SOLAR CE’NEA: SOlar activates the power and then activates the Bondslave thrall
 SOLAR CE’NEA: SOlar activates the Storm Caller to bring in the juice
 DUNGEON MASTER: Solar flips several switches and employs his knowledge of the arcane to activate the device. Several moments later, the sky darkens. The Storm Caller emits a deep hum and begins sending out myriad sparks and bolts of electricity.
 SOLAR CE’NEA: SOlar then activates the bondslave thrall
 DUNGEON MASTER: The purple alchemical liquid inside it begins rapidly boiling.
 DUNGEON MASTER: Below, the creature begins moving erratically in response to the events unfolding above.
 DUNGEON MASTER: Above, lightning lashes the top of the tower. One bolt flies down and strikes Grundig, illuminating his invisible shape in a brilliant flash of light. [3d6 electricity damage, save for half.]
 GRUNDIG: reflex save 16
 GRUNDIG: 3d6=11/2=5
 GRUNDIG: grundig pulls a cure light potion from his pack and scoffs it 1d8+1=5
 DUNGEON MASTER: Another wave of lightnining washes over the top of the tower. This time Johan is struck--his form is briefly illuminated for anyone who is watching to see, although his invisibility spell does hold.
 JOHAN D’ALMENTA/MESODIAS: Johan Reflex Save: 1d20+7 = 20
Johan grits his teeth as muscles spasm from the lightning strike. He nervously watches the beast below if it has noticed them and begins to climb towards them.
 JOHAN D’ALMENTA/MESODIAS: 3d6 = 8/2 = 4 hp dmg
 DUNGEON MASTER: The creature below does indeed seem to have noticed. It's head is thrown back, and its gaze is now fixed on the top of the tower. It's ugly, gaping mouth is open, as if it were shouting out--although it's impossible to tell from within the circle of the silence spell.
 JOHAN D’ALMENTA/MESODIAS: Johan anxiously waits, not even being able to hear his heart beat which is now racing as he trains his longbow at the creature, waiting for it to start climbing.
 DUNGEON MASTER: Once again, lightning washes over the top of the tower, clinging to the round lightning rods and igniting them as if they were ghastly lanterns. Once again, a bolt strikes Grundig [for another 3d6 damage.]

Fortunately, the thing below seems not to have spotted the little creature--who was after all on the far side of the platform when the lightning struck.
 JOHAN D’ALMENTA/MESODIAS: Johan drinks a potion of cure light wounds from his belt pouch he waits for the right moment to attack.
 JOHAN D’ALMENTA/MESODIAS: CLW: 1d8+1 = 3 hp healed
 GRUNDIG: grundig keeps his eyes on the creature watching for the first sighn of it climbing up the structur
 JOHAN D’ALMENTA/MESODIAS: Johan drops the silenced pebble before releasing a volley of adamantium coated arrows at the creature.
 DUNGEON MASTER: Another sheet of lightning falls from the sky, this time striking Solar [who effectively has evasion] for 3d6 damage.

Below the creature seems to have noticed something is amiss: it throws back its head and opens its horrible mouth again as if howling, and then scrambles up towards the under structure of the tower.

[Initiative please.]
 SOLAR CE’NEA: Solar Iniative 1d20+7=23
 GRUNDIG: lightning strike reflex save 1d20+4=16 dam 3d6/2=4
 SOLAR CE’NEA: SOlar continues to move the Beast towards the heros to assist in beating down the abomination of  a monster
 JOHAN D’ALMENTA/MESODIAS: Johan drops the silenced pebble before releasing a volley of adamantium coated +1 arrows at the creature. (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA+2IN+1H-1EN = 19
Damage (longbow): 1d8+4+4DA+1 = 15
To Hit (longbow): 1d20+10-2DA+1H-1EN = 28
Confirm Critical: 1d20+10-2DA+1H-1EN+1 = 23
Damage (longbow): 1d8+4+4DA+1 = 16 
To Hit (longbow): 1d20+5-2DA+1H-1EN = 7
Damage (longbow): 1d8+4+4DA+1 = nil
 DUNGEON MASTER: One of the arrows flies true, dealing full damage to this creature. His head pivots upward as he spies his first target: Johan.
 GRUNDIG: grundig drops his pebel and speaks the comarnd word for the ring of the ram and releases 3 charges from the ring of the ram trying to knock it off its feet  1d20+19=39
 GRUNDIG: cmd=39
 DUNGEON MASTER: Miraculously, Grundig's attack lands true, striking the thing directly in the chest. It flies backwards; then stumbles and plummets down over the edge with its mouth open in a silent howl.
 DUNGEON MASTER: As the thing flails down backwards over the ledge, its many tentacles wrap around the bridge, stopping its fall.
 JOHAN D’ALMENTA/MESODIAS: Mesodias stands his guard, watching the the beast to return after Grundig knocking it away for the time being.
 DUNGEON MASTER: The thing clambers back onto the walkway, where it throws back its head once again and emits a horrible howl.
 SOLAR CE’NEA: SOlar moves the beast towards the Monster and make him let out a massave growl for all above not in a silence zone to hear
 DUNGEON MASTER: The Aberrant Promethean slams its limbs on the ground and its tentacles fly out in all direction as it roars its challenge in response.
 JOHAN D’ALMENTA/MESODIAS: Johan moves to the opposite side of the platform to shoot down at the beast.
To Hit (longbow): 1d20+10-2DA+1H-1EN = 28 (Natural 20)
Confirm Critical: 1d20+10-2DA+1H-1EN+1 = 29 (Natural 20)
Damage (longbow): 3d8+12+4DA+1 = 27
 JOHAN D’ALMENTA/MESODIAS: Damage (longbow): 3d8+12+4DA+1 = 30
 DUNGEON MASTER: The Promethean roars in pain as Johan's perfectly timed arrow streaks down to impale its neck. Although horribly wounded, the thing clearly still has plenty of fight left in it.
 GRUNDIG: grundig moves to the edg of the platform to watch the battel unfold below.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves to the edge of the platform and hurls a javelin at the beast.
The javelin misses the beast.
 DUNGEON MASTER: The Promethean roars and leaps forward, lashing out at the beast with all its limbs. [46 damage to the Beast.] Its numerous tentacles wrap around the Beast of Lepidstadt, embracing it.
 SOLAR CE’NEA: The beast does a full attack with its Ogrehook using power attack
Attack 1 (PA) - 1d20+21=32
damage (PA)= 24
Attack 2 (PA) - 1d20+16=30
damage (PA)= 16
Attack 3 (PA) 1d20+11=26
Damage (PA) 20 and then does a 5 step back
 SOLAR CE’NEA: SOlar then lets go of the machine and drops his stone so people can talk
 DUNGEON MASTER: The beast does incredible damage to the hulking monstrosity. Gore and ichor stream from its numerous wounds, but it bellows in pain and continues to wrap its tentacles tighter around the Beast.
 JOHAN D’ALMENTA/MESODIAS: Johan fires off a rapid volley of arrows down at the beast. (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA+1H-1EN = 23
Damage (longbow): 1d8+4+4DA+1 = 16
To Hit (longbow): 1d20+10-2DA+1H-1EN = 26
Damage (longbow): 1d8+4+4DA+1 = 17
To Hit (longbow): 1d20+5-2DA+1H-1EN = 14
Damage (longbow): 1d8+4+4DA+1 = nil
 DUNGEON MASTER: Johan's adamantinium tipped arrow arcs down neatly and bursts through the thing's skull, spraying every color of ichor and blood over the beast. The thing totters, roars, and then topples off the bridge down into the river below.
 DUNGEON MASTER: [Off Rounds]
 JOHAN D’ALMENTA/MESODIAS: "Fuck yeah! Gorum thank you!" Johan roars triumpantly as the creature falls into the water.
 DUNGEON MASTER: [GAME ENDS HERE]


Monday, February 25, 2013

Carrion Crown Session 58


Session 58
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party is gathered together in the second floor of the lightning tower, where several party members are inspecting a diagram on the wall.
 DUNGEON MASTER: A crude, badly smeared chalk diagram depicts the iron spire atop of the tower, and two strange apparatuses at its pinnacle. There are some words as well, but they are not readily legible. A long arrow points to the pinnacle of the tower.
 SOLAR CE’NEA: Solar looks at the chalk diagram and tries to read it all with his skills in linguistics  1d20+6 =20
 SOLAR CE’NEA: Solar says to his companions I'm just going to get the paper on the door and come striaght back ...fell free to investigate where we are going
 JOHAN D’ALMENTA/MESODIAS: As Solar returns from his trip to the lower ground level of the tower to retrieve the parchments, Mesodias opens the trapdoor to the third level.
 DUNGEON MASTER: Solar decides not to waste any time with the chalk drawing for now but instead runs down to grab the sheaf of papers. Immediately upon his return to the second floor, Mesodias opens the door leading up into the next chamber.

This tower room, clearly once a laboratory, is choked with huge webs. Two curious objects—a large iron idol and a glass bell jar of the same size—stand against the eastern wall.

A stitched abomination made from the parts of at least half a dozen creatures, primarily a mixture of choker, chuul, cloaker, and ettercap, blended together into a disgusting mass of unlife, broods near the top of the room in its webs.

[Initiative please.]
 JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 14
Mesodias Intiative check: 1d20+4 = 12
 DUNGEON MASTER: The thing scuttles forward through its webs with unbelievable supernatural qucikness. With long tentacles it strikes out at Mesodias, dealing 44 damage and grabbing him in its long, twisted limbs. [Mesodias is now grappled.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses a Hero Point to negate out of the grapple. At the last moment he ducks out of the reach of the creature after it lashes and rends his chest and forearms.
 JOHAN D’ALMENTA/MESODIAS: Mesodias roars in pain and horror as he is torn apart by a creature he barely has had time to see before ducking down through the trapdoor. He slams the trapdoor shut and rushes down the staircase to distance himself from the thing.
 SOLAR CE’NEA: Solar yells out retreat and regroup lets figure out what we need to do Solar then cast obscuring mist to cover their tracks
 SOLAR CE’NEA: SOlar then moves down the stairs
 DUNGEON MASTER: The trap door flies off its hinges--along with a good portion of the floorboards around it. From his position on the stairwell, Grundig glimpses the thing heaving itself through  the resulting hole. The mist from Solar's spell conceals his position, but it's not reasonable to suppose that advantage will last for very long.
 JOHAN D’ALMENTA/MESODIAS: "What the fuck?!" Johan stammers an imcomplete question before ordering Shadow to leap down the hole and across the bridge. Johan follows not too far away from Shadow.
Shadow acrobatics check: 1d20+2 = 18
 GRUNDIG: grundig swears to himself seeing the trapdore come flying past him and splinters of floor bords sowering him he jumps of the starecase atempting to land on his feet and sprint for the trap door

accrobaticks check 1d20+2=13
 JOHAN D’ALMENTA/MESODIAS: Mesodias disappears into the mist, leaving only a swirling of of faint mist as he swings himself down the trapdoor ladder before slamming it shut behind him.
 SOLAR CE’NEA: SOlar runs across the bridge encourageing the others to join him.
 JOHAN D’ALMENTA/MESODIAS: "Agreed! Retreat to the other side of the brisge and regroup!" Johan picks his way across the bridge as he listens for the sound of the beast ripping open the trapdoor.
 DUNGEON MASTER: There is a terriffic thump on the floorboards on the second floor that reverberates down throughout the first floor. Moments later, a fierce howl of rage bursts forth right above where grundig and Mesodias are standing. There is the sound of pounding, and another sound not unlike boards flying about, and then the top floor goes deathly silent.
 DUNGEON MASTER: [Off rounds]
 SOLAR CE’NEA: SOlar follows johan accross the bridge
 JOHAN D’ALMENTA/MESODIAS: Mesodias joins his companions across the bridge as they regain their breath and wait with a touch of anxiety of the sound the beast has broken free.
 GRUNDIG: grundig hastly makes his way to the bridg and then caushily but quickly makes his way across the bridg
 GRUNDIG: grundig rumiges arround in his backpack looking for the three ivory figgers and pulls out the goat of terror.
 JOHAN D’ALMENTA/MESODIAS: "Let's retreat back for now. I think we need to consider our options and check what these papers have to say abbout this place without being at risk," says Johan.
 DUNGEON MASTER: Not more than a few moments after the last party member crosses the bridge, a terriffic noise erupts from the top of the tower, and the thing appears amidst a shower of flying boards and metal banding. It scrambles around the top, roaring and flailing about in a rage.
 JOHAN D’ALMENTA/MESODIAS: "We need to distance ourselves from this thing now! Move it!" Johan yells without hesitating.
 JOHAN D’ALMENTA/MESODIAS: Mesodias summons a spiritual weapon before retreating further into the hallway.
 SOLAR CE’NEA: Solar casts grease whist utilising his alchemists grease and puts it on the bridge reflex save is 18
 DUNGEON MASTER: Mesodias' ghostly greatsword slices down on the horrid creature--passing straight through it with no visible effect. Indeed--and perhaps thankfully--the thing seems not even to notice the attack.
 JOHAN D’ALMENTA/MESODIAS: Johan retreats down the hallwa. setting up the grapple hook and rope.
 DUNGEON MASTER: Grundig knows that the command word for his figurine is "Immature Lecherous Ruminant".
 GRUNDIG: grundig speaks the comand word "Immature Lecherous Ruminant" placing the figerien upon the ground betwean his leags
 DUNGEON MASTER: Quite suddenly, Grundig finds himself mounted on a goat. And not the other way around.
 GRUNDIG: he takes a defencive stance waiting to see what happens with the beast
 GRUNDIG: grundig makes his way down the hallway
 DUNGEON MASTER: For the moment, the thing seems to be well occupied thrashing about on the top of the tower.
 JOHAN D’ALMENTA/MESODIAS: Johan secures Shadow to the rope and lowers him into the room below.
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias join Shadow in the room below by climbing down the rope.
 DUNGEON MASTER: The party moves down into the drowned chamber. For the moment, the horrid creature shows no sign of giving chase.
 DUNGEON MASTER: The party retreats back down the narrow pathway to the museum, Grundig doing so in style astride his goat.
 SOLAR CE’NEA: Solar starts looking at the papers in front of him, he asks his companions to helping check out the writings
 GRUNDIG: aid another perception 1d20+14=30
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the documents and assists Solar in possible interpretations into it's meanings.
Linguists check: 1d20+0 = 12
 SOLAR CE’NEA: SOlar does a perception check to read the papers 1d20+6+2=28
 SOLAR CE’NEA: linguistics not perception
 DUNGEON MASTER: The torn, soiled pages of parchment contain two sets of writing: one in a long, feathery black-inked scrawl, and the other in a precise, deadly scriped penned in red ink. Piecing through the information Solar and the others deduce that there is a device known as the "Bondslave Thrall" which can be used to control a being known alternatively as "My Child" and "The Beast". The notes give no information about the location of the device, or the means of its activation, however.
 SOLAR CE’NEA: Solar uses knowledge arcana check to see if he knows if Golems can see invisibility 1d20+16=33
 DUNGEON MASTER: Solar knows that Golems as a rule cannot detect invisibility. It is well within the capaicty of their creators to create being that can, however.
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses a few charges of his Wand of Cure Moderate Wounds.
CMW: 2d8+2 = 11
CMW: 2d8+2 = 17
CMW: 2d8+2 = 7
 SOLAR CE’NEA: Solar cast invisibility on himslef  drinks the potion of nondetection and the casts silence on a stone which he carrys with him.  Solar wlaks to the edge of the bridge to see if he can see the monster is still on the roof
 SOLAR CE’NEA: SOlar has taken the potion of gaseous from for johan
 DUNGEON MASTER: It takes a moment of looking, but soon Solar spots the skulking form on the top of the roof, peering down intently on the walkway leading out of the building.
 SOLAR CE’NEA: Solar walks out a little way on to the bridge to see if the moster notices him and reacts
 DUNGEON MASTER: Solar is, by all indications, undetected.
 SOLAR CE’NEA: SOlar moves carefully accross the bridge and into the tower
 DUNGEON MASTER: Solar is now inside the tower. Above, the adimentium trap door is closed.
 SOLAR CE’NEA: SOlar goes up the stairs and slowly opens the ademantium trop door and goes through it and closes it behind him
 DUNGEON MASTER: The second floor room is much worse for the wear--all around are shattered timbers and broken crates. The stairway is now in very poor condition, with a number of large holes torn into its frame.
 DUNGEON MASTER: Above, a large rent in the ceiling opens into the next level. Daylight now shines through another hole somewhere up above.
 SOLAR CE’NEA: Solar waits a second to see if there is any reaction to his entry.  If all is fine he walks over to the chalk drawing and Solar centres himself and and draws forth all his internal past knowledge and his internal arcane might to interpret and understand what the chalk drawing might explain
 SOLAR CE’NEA: Hero point used (3 of 7)
 DUNGEON MASTER: A crude chalk diagram depicts the iron spire atop of the tower, and two strange apparatuses at its pinnacle. An arrow points to the larger of the two devices, next to the words “The Storm Caller must be activated to energize the Bondslave Thrall.”
 SOLAR CE’NEA: SOlar takes in what he sees and decides to go back and let the guys know.  He makes sure to close the metal trapdoor behind him.
 SOLAR CE’NEA: SOlar makes his way back over the brisdge but leaves the stone with silence on it on the bridge so he can talk to his companions
 SOLAR CE’NEA: Solar tells the rest of his companions what he has discovered
 DUNGEON MASTER: [SESSION ENDS HERE]

Sunday, February 24, 2013

Carrion Crown Session 57


Session 57
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party has just opened the door leading across the frothing waters. Ahead, the great stone tower perches atop a sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies.
 JOHAN D’ALMENTA/MESODIAS: Johan stands there for a second staring at the iron tower, "Wow. That is impressive. How did we want to tackle this?"
 GRUNDIG: grundig calls out to Johan "do we want to have a quick look through the other door before going over the bridg. Id feel safer knowing nothing was going to come from behind us.
 JOHAN D’ALMENTA/MESODIAS: "To be honest I'd rather not know what is inside unless it could be of some use. If whatever was inside could break free I think it would have done so before we came along?"
 GRUNDIG: maby ill just keep an eye out
 GRUNDIG: its going to be one at a time across the bridg by the look of it and i would not be suprised if it was traped like the rope bridg
 JOHAN D’ALMENTA/MESODIAS: Johan nods in agreement, "Yeah I believe you are right. It's definately a good location for a trap."
 GRUNDIG: i can go first if you want but you have had a lot beter luck locating traps than i have
 GRUNDIG: but i would connect a rope just in case
 JOHAN D’ALMENTA/MESODIAS: Johan considers this for a moment, "Sure we will stand watch while you check if the bridge is clear. Tie this around your waist and to your belt just in case." Johan hands Grundig the end of the length of rope.
 GRUNDIG: grundig moves foward hesintly after tying off the rope checking for traps and keeping a close eye on the tower for any nasty suprises

perception 1d20+14=23 grundig also casts detect magic as he go's
 DUNGEON MASTER: Grundig moves slowly along the narrow, exposed bridge, keeping a sharp lookout for danger all the way. He moves forward, all the way across the bridge, without experiencing any significant hazards--although the threat of falling into the raging water 350'  below is enough to add a sense of danger to the proceedings.

Ahead, the way is barred by a stout, iron-bound door.
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias inch forward ten foot to give Grundig enough slack in the rope to reach the doorway into the iron tower. They stand there holding onto the rope keeping watch for any sign of movement.
 GRUNDIG: grundig checks the doors for any sighn of traps

perception 1d20+14=29
 GRUNDIG: he also looks at it using detect magic
 GRUNDIG: he also looks to see if he can find any means of the door being locked
 DUNGEON MASTER: Grundig discovers no traps. The door radiates abjuration magic.
 GRUNDIG: grundig turns making his way back across the bridg letting the others know about the magic taint on the door.
 JOHAN D’ALMENTA/MESODIAS: "Well spotted. Let me cross and see if I can break the doors enchantment. With the usual precausion of using the rope just in case," replies Johan upon Grundig's safe return. "It's just something isn't right about this place. It would be unusual if we could just enter without some kind of shit happening."
 GRUNDIG: i would feel les safe if we dident find a trap
 JOHAN D’ALMENTA/MESODIAS: Johan secures the rope around his waist and to his leather belt before carefully crossing the bridge. He inspects the door to confirm the type of trap Grundig had noticed before attempting to disable the magical runes on the door itself.
Perception check (traps): 1d20+12+3 = 25
Disable Device: 1d20+17 = 28
 GRUNDIG: solar trys to figger out what the spell might be making his way across the bridg after tying the rope arround his waist. and casting detect magic and inspecting the door.
 DUNGEON MASTER: Solar decides that the door is locked with an arcane lock. Between the two of them, Johan and Solar manage to easily disable the system of small runes which had been holding the door shut against intruders.
 JOHAN D’ALMENTA/MESODIAS: Johan tests the door handle to see if it is locked via mundane means. If not, he opens the door tentatively.
 DUNGEON MASTER: A curving stone staircase winds along the wall of this circular chamber up to a trapdoor in the ceiling some thirty feet above. The room is in chaos, with books, alchemical equipment, and curiously twisted metal everywhere. A huge, broken cage stands in the center of the room, its bars bent and door smashed open.
 DUNGEON MASTER: A tangled fleshy monstrosity towers over the center of the room. The moment the door opens it howls with rage and leaps forward to attack.
 DUNGEON MASTER: [Initiative Please.]
 JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 17
Mesodias Intiative check: 1d20+4 = 15
 JOHAN D’ALMENTA/MESODIAS: Johan slams the door shut before the beast has a chance to overwhelm them. He yells out to Solar, "Move the fuck back and grease the bridge in front of us! Let's take the fight to our companions and not here." Johan moves thirty feet back towards the other side of the bridge.
 GRUNDIG: solar moves back along the bridg behind Johan and casts greas onto  the bridg just infront of the doors hopeing the creature comes bounding through the door and slides off into the water below.
 DUNGEON MASTER: A terrible roar shakes the stonework beneath Johan's feet as the thing bursts through the doors and pursues him across the narrow bridge. It immediately comes into contact with Solar's spell. The pool of grease causes it to slip and slide and thereby slows it down somewhat, but the thing's pursuit is rentless and it stays close to Johan's heels.
 GRUNDIG: http://paizo.com/pathfinderRPG/prd/spells/wallOfFire.html#_wall-of-fire
 GRUNDIG: grundig casts a spell surrounding the creatur in violet light cearfuly avoiding Johan wrapping the wall of fire around the creature

dam 2d4=5
 DUNGEON MASTER: Grundig's spell sucessfully surrounds the creature, sending white-hot waves of fire over the thing's hideous body. However, it suffers no noticible effects from the spell and in fact seems to relish the way that the magic washes over its form.
 JOHAN D’ALMENTA/MESODIAS: Johan extends his left arm out before him, commanding the Ring of the Ram to smash the beast away from them.
Ring of the Ram (bull rush): 1d20+17 = 31
 DUNGEON MASTER: Johan sucessfully pushes the creature backwards 5 feet, taking the thing unawares. Although the fire once again has no effect on the thing's form, it sucessfully provides him with some much needed concealment.
 JOHAN D’ALMENTA/MESODIAS: Johan retreats a further fifteen feet away from the flesh creature after the force affect from the ring slams it back to the opposite side of the wall of fire.
 GRUNDIG: solar moves back behind Johan once more turning to face the creature and casts stone call into the room
 GRUNDIG: dam 2d6=9
 DUNGEON MASTER: Dirt and stone rain down on the eastern half of the bridge. From behind the sheet of flame, an angry bellow erupts, followed by a sound not unlike massive arms beating on a chest.
 JOHAN D’ALMENTA/MESODIAS: Mesodias stands there as a wall of fire and a pillar of stone debris fly around the far section of the bridge. He smirks to himself as the spellcasters obliterate whatever is on the far side of the bridge. He stands there for the time being waiting for a worthy foe to show itself.
 DUNGEON MASTER: The creature advances through the flame and once again closes the distance to Johan. Its bellows of frustration give evidence of the fact that Solar's spell is indeed impeding its progress.
 GRUNDIG: grundig spontainiosly casts summon naturs ally iv making a giant wasp appear just behind the creature and 15 ft above it
 GRUNDIG: (appearing next round
 GRUNDIG: )
 JOHAN D’ALMENTA/MESODIAS: "You are one stubborn ugly mother fucker!" Johan shows a look of surprise as the beast passes through the wall of fire and stone call with ease. He quick draws his keen longsword and slashes the beast with two quick strikes (power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 24
Damage (+1 keen longsword): 1d8+7+6PA = 15

To Hit (+1 keen longsword): 1d20+7-2PA = 19
Damage (+1 keen longsword): 1d8+7+6PA = 20
 DUNGEON MASTER: Johan's first attack strikes true, although his second does not. The beast's hide is (unsurprisingly, at this point) somewhat resilient and the thing is not quite as effected by the blow as Johan feels it ought to be.
 GRUNDIG: solar casts greas apon the rock covered bridg where the creature stands.
 GRUNDIG: retract that new action comming
 GRUNDIG: solar attempts to deffen the creature by casting ear pearcing scream at the creature then moves back behind grundig

dam 3d6=6 dc16 fort save
acurbatticks 1d20+5=24
 DUNGEON MASTER: Solar's scream is well-practiced and shrill; but oddly the roaring beast does not seem to be affected by the noise. Although Johan's ears are ringing somewhat.
 JOHAN D’ALMENTA/MESODIAS: Mesodias summons a spiritual weapon, in the image of a glowing great sword to slash at the foe that is now visible within the edge of a shower of pebbles and debris.
To Hit (spiritual weapon): 1d20+7 = 22
Damage (spiritual weapon): 1d8+2 = 7
1/7 rnds
Mesodias then moves forward fifteen foot with a look of determination.
 DUNGEON MASTER: The weapon appears in mid-air and slices down upon the creature's slimy fleshy form. Unfortunately, the thing seems strangely unaffected by the blow--the shining weapon simply passes through its chest as if it were incorpreal and empty.
 DUNGEON MASTER: The thing unleashes its fury upon Johan, sucessfully slashing his flesh with all four arms (44 damage). Several of its limbs latch on to Johan's flesh and tear his skin in a long, painful gash that runs across his belly. (another 12 damage). The thing bellows in triumph as blood and gore splatters throug hthe air.
 GRUNDIG: grundig frustrated at no magic seeming to harm the creature desides to summon more creaturs (changing out poison for summon naturs ally 3 ) and sumons forth a snake
 GRUNDIG: the wasp moves in and attacks the creature

atack 1d20+6=22

damage 1d1d8=6=10
 GRUNDIG: dam 1d8+6=22
 DUNGEON MASTER: The giant wasp swoops down behind the horrid ape and delivers a small attack with its dagger-like stinger. The beast howls in pain.
 GRUNDIG: grundig moves back behind solar
 JOHAN D’ALMENTA/MESODIAS: Johan slashes at the beast before withdrawing five foot. "Mesodias I'm counting on you healing me the fuck up or dropping this thing!" Johan commands Shadow to attack the beast.
To Hit (+1 keen longsword): 1d20+12-2PA = 24 (26 flanking)
Damage (+1 keen longsword): 1d8+7+6PA = 19

To Hit (+1 keen longsword): 1d20+7-2PA = 25 (Natural 20) (27 with flanking)
Confirm Critical: 1d20+7-2+1 = 16 (18 with flanking)
Damage (+1 keen longsword): 1d8+7+6PA = 19
 DUNGEON MASTER: As Shadow approaches the guardian of the tower, the thing's long limbs reach out and slash at the faithful hound's flesh. (11 damage)
 DUNGEON MASTER: Meanwhile, Johan lands two solid hits that sucessfully repay the creature for its brutal attack moments ago. The deadly sword slices two deep gashes into the Guardian's moist, unnatural flesh.
 JOHAN D’ALMENTA/MESODIAS: Shadow sprints up to the flesh golem before biting and tearing at his thigh with tooth and claw.
To Hit (bite): 1d20+10 = 26 (28 with flanking)
Damage (bite): 1d8+6 = 14
Free Trip attempt with Ability Focus (trip)
CMB: 1d20+11+2 = 25
 DUNGEON MASTER: Although Shadow's attack fails to pull the horrid beast down, his teeth and powerful jaws add another long, running gash to the creature's collection of oozing wounds. It howls in renewed agony and rage.
 GRUNDIG: solar relising that magic is not the best form af atack agenst this creature desides to cast enlarge on Johan.
 DUNGEON MASTER: [Takes effect next round.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses his quick channel ability to use two uses of his channel burst healing ability.
Healing Burst: 4d6 = 17 hp healed
Healing Burst: 4d6 = 18 hp healed
 DUNGEON MASTER: Wounds are healed under the power of Mesodias' faith.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves five foot back.
 DUNGEON MASTER: The Guardian's four arms rain down blows upon Shadow Splatterface, causing an eruption of fur and blood as the thing rends the faithful hound for a total of 49 damage.
 GRUNDIG: grundig makes his wat past solar and mesodias and casts bulls stringth on Johan

acrabaticks 1d20+2=22 (climbs over and dose front flip landing on his feet)
 DUNGEON MASTER: Johan feels a sudden surge of strength in his arms.
 GRUNDIG: solar removes the spell stone call from the bridg and casts greas upon it instead
 GRUNDIG: a snake appers on the bridg behind the creature and lashes out at the beast

attack 1d20+2=6
 GRUNDIG: the wasp swoops in for another attack

1d20+6+2=25

dam1d8+6=11
 DUNGEON MASTER: The wasp's sting once again strikes the horrible guardian like a dagger.

Meanwhile, the sudden change in footing catches the guardian in apparent surprise: it slips and then falls prone with a tremendous smack on the newly exposed stonework.
 JOHAN D’ALMENTA/MESODIAS: Johan doubles in size, towering over the creature as the enlarge person takes affect. He slashes with renewed strength with his magical longsword (power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 12 (18 inc. flanking and attacking prone)
Damage (+1 keen longsword): 2d6+8+6PA = nil

To Hit (+1 keen longsword): 1d20+7-2PA = 25 (31 inc. flanking and attacking prone)
Confirm Critical: 1d20+7-2+1 = 25 (31 inc. flanking )
Damage (+1 keen longsword): 4d6+16+6PA = 31

Shadow tears into the beast while it is trying to defend itself on the stone bridge.
To Hit (bite): 1d20+10 = 14 (20 inc. flanking and attacking prone)
Damage (bite): 1d8+6 = nil
 DUNGEON MASTER: Johan towers over the prone beast with the warden's sword in hand. As his blade drives into the thing's chest, a spray of red and green liquid flies up into the air. The thing thrashes violently; then shudders and goes still.

[Off rounds; 1,200 xp each.]
 DUNGEON MASTER: The thing's death bellow rings through the air. Somewhere up above in the tower comes another bellow in reply: a deeper bellow that is perhaps even more ferocious--as if such a thing were possible.
 JOHAN D’ALMENTA/MESODIAS: Johan kneels down holding his bloodied blade in both hands. "Gorum thank you for the strength to smite this foe of ours!"
 JOHAN D’ALMENTA/MESODIAS: Looking up to the lightning rod atop the tower, "For now we gather our strength and lick our wounds before we face our next foe within the tower."
 GRUNDIG: "lets hope it has less of a bight my friend" solar says to Johan
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses two charges from the Wand of Cure Moderate Wounds to heal Johan.
CMW: 2d8+2 = 12
CMW: 2d8+2 = 11
 JOHAN D’ALMENTA/MESODIAS: "It seems out initial skirmish with the flesh golem has attracted it's partners attention. Did we want to wait here at the base of the bridge to see if it will come to us or head in there?"
 GRUNDIG: it might be better to get in there so we can have some room to fight
 GRUNDIG: as grundig passes across the bridg stopping at the creature. Humming to himself as he works his dagger back and forth upon the finger of the creature untill it comes free tucks it into his sack with the rest of them. then continues to the door where he pears in looking about for sighns of danger.
 JOHAN D’ALMENTA/MESODIAS: The rest of the party follow closely behind Grundig as he proceeds into the ground floor of the tower.
 DUNGEON MASTER: Grundig sucessfully adds an oozing, skinless finger to his impressive collection.
 DUNGEON MASTER: The room appears much as it did before, save that for now it is emptied of all occumpants.
 GRUNDIG: grundig makes his way up the stairs checking for traps as he goes

perception 1d20+14=33

he then checks the trapdoor for traps
 DUNGEON MASTER: Grundig discovers no traps. He does note that the trap door apepars to be made of a particularily rare and valuable material: adamantine. It glitters green in the illunation provided by the Dancing Light spell--a fine contrast to the gray of the surrounding stonework.

As Johan passes by, he notes that one of the doors (which remain flung open) seems to have a knife stuck into it.
 JOHAN D’ALMENTA/MESODIAS: Johan alerts his companions about his find, "This is definately does not belong his, it is out of place."
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Protection from Evil on himself and Johan while Grundig inspects the trapdoor leading to the first story of the tower. He also casts Enlarge person on himself.
 GRUNDIG: grundig casts detcetmagic on both the trapdoor and the knife
 DUNGEON MASTER: Grundig detectsnomagic.
 JOHAN D’ALMENTA/MESODIAS: Johan's curiosity gets the better of him, moving to inspect the knife.
Perception check: 1d20+12 = 20
 DUNGEON MASTER: The knife appears to be pinning a sheaf of papers to the door. They are scribbled with red and black ink.
 GRUNDIG: "hay Johan can you check this door for magic traps as i cannot find them eaven if it said magic trap here"
 JOHAN D’ALMENTA/MESODIAS: "Looks like it has a note attached to it." Johan passes Grundig on the stairs and checks the trapdoor for any traps, magical or otherwise.
Perception check (traps): 1d20+12+3 = 26
 DUNGEON MASTER: Johan discovers no traps.
 GRUNDIG: grundig serches his memery for the qualitys of adamantine.

knolage nature 1d20+9=23
 JOHAN D’ALMENTA/MESODIAS: Johan backs away from the door, "Looks clear to me."
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves forward, wanting to see what is on the next level. He puts his emense strength into pushing the trapdoor open.
 DUNGEON MASTER: Despite his distaste for metal, Grundig knows that adamantine is a lightweight, strong material used to craft exceptional weapons and armor. It is quie valuable, and many types of constructs have an aversion to it.
 DUNGEON MASTER: The trapdoor opens to reveal a circular room that is choked with webs. A stone staircase curves along the wall to another trapdoor in the ceiling.
 DUNGEON MASTER: The webs are made of thick strands of white fiber. Whatever left them here must be well beyond the size of normal or even giant spiders.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves away from the trapdoor at sigh of the webs. Preferring to wait for the spiders to come to him.
 GRUNDIG: grundig moves up and fiers a fire dart into the web.
 DUNGEON MASTER: The webbing catches fire and burns away quickly--very similiar to the behavior he has noticed from the webbing created by Solar's web spell.
 GRUNDIG: grundig has a good look arround for something that may have made the web

perception 1d20+14=23
 JOHAN D’ALMENTA/MESODIAS: Johan sheathes his longsword as they wait for something to react to Grundig burning the web.
 DUNGEON MASTER: Grundig scans the room for several seconds, looking for the source of the webbing but not discovering it. There is no movment anywhere in the room, nor is there any sign of recent activity here.
 GRUNDIG: grundig turns for a seckond "looks like theres nothing here"

he trys to remimber if he knows what may have made the web

knolage nature 1d20+9=27
 JOHAN D’ALMENTA/MESODIAS: Johan whispers to Grundig, "What is in there? Can you see anything. Be careful."
 DUNGEON MASTER: Grundig decides that these webs look similiar in form an substance to those of a nasty creature: the ettercap. However, he has never heard of them being quite so prolific with their webbing.
 GRUNDIG: grundig wispers the information down to the others
 GRUNDIG: grundig serches the floor for any sighns of web left in the room

perception 1d20+14=31
 GRUNDIG: grundig fiers another bolt in to a section of web.
 DUNGEON MASTER: Another section of web withers in Grundig's magical flame.
 JOHAN D’ALMENTA/MESODIAS: Mesodias cats Light apon his belt before climbing up into the room.
 GRUNDIG: grundig makes his way into the room in the patch of web he has cleared
 JOHAN D’ALMENTA/MESODIAS: Johan lights a torch, before climbing up and into the trapdoor. He draws his blade as they begin to clear away the web.
 DUNGEON MASTER: The web quickly gives way to their blazing torches. The stuff is quite sticky but it burns rather well.
 GRUNDIG: solar makes his way to the top of the staircase
 DUNGEON MASTER: As they press forward up the stairs, the webbing seems to become more thick, and the light shed by its burning becomes all the brighter. Mesodias is about halfway up the stairs, when he turns and points to the wall. "Oooooon!" he says.
 GRUNDIG: grundig casts produce flame and makes his way under the stairs to check under it
 GRUNDIG: using the burning ball in his hand to remove the web
 DUNGEON MASTER: A crude, badly smeared chalk diagram depicts the iron spire atop of the tower, and two strange apparatuses at its pinnacle. There are some words as well, but they are not readily legible. A long arrow points to the pinnacle of the tower.
 DUNGEON MASTER: Grundig discovers a few discarded bones, which appear to be quite old. But mostly the room is a bare chamber of stone and wood, once it is stripped of its cloak of webs.
 GRUNDIG: grundig trys to figer out what the bones belonged to

heal check 1d20+8=28
 JOHAN D’ALMENTA/MESODIAS: Johan moves to the trapdoor calling for Shadow. He then picks up the wolf with his supernatural height and strength so Shadow is on the first floor.
 DUNGEON MASTER: Grundig guesses that they belonged to four legged creatures--most likely pigs and sheep.
 JOHAN D’ALMENTA/MESODIAS: "It seems we have found some markings of what appear to be a diagram of the tower however I am unable to make out the writings on the wall," states Johan to Solar.
 GRUNDIG: solar makes his way up the stairs and trys to work out what the writing says
 DUNGEON MASTER: [2 minutes left on the enlarge person & strength buff]
 DUNGEON MASTER: [SESSION ENDS HERE]

Monday, February 18, 2013

Carrion Crown Session 56


Session 56
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party stands in the chamber with the cages and the destroyed floating heads. Water laps up against the walls, and the stink of the rotting gorillas fills the chamber.
 GRUNDIG: grundig casts detect magic as he scans the room
 DUNGEON MASTER: Grundig detects no magic.
 SOLAR CE’NEA: SOlar does a knowledge religion check to identify what the creatures were know religion 1d20+12=25
 JOHAN D’ALMENTA/MESODIAS: Johan stands there looking around the room as the fighting ceases. "What purpose would these cages be when the castle was operating normally? Is this just another place for the lord of this place to assume himself with his latest acquired pets before they are dissected and preserved?"
 DUNGEON MASTER: Solar knows that these are vargouilles: awful undead creatures that create more of their own kind by delivering a kiss to victims that have been paralyzed by their scream.
 DUNGEON MASTER: The transformation takes place over the period of 24 hours or less.
 JOHAN D’ALMENTA/MESODIAS: "I have a potion that can remove diseases if you think that will help at all," offers Johan to Grundig.
 *** Call ended, duration 30:23 ***
 *** Group call ***
 SOLAR CE’NEA: Solar lets Grundig know (and the others) that what they fought vargouilles: awful undead creatures that create more of their own kind by delivering a kiss to victims that have been paralyzed by their scream.  However my friend grundig I believe you will be fine due to your current form, when you transform back I believe you won't be affected
 SOLAR CE’NEA: I seem to get the impression that the owner of this castle collects unusal specimens of all varieties.  I am concerend there are no heads on the gorillas.  Will those heads turn up elswhere on a golem or flying at us like these last creatures!
 GRUNDIG:  grundig splashes arround in the water
 JOHAN D’ALMENTA/MESODIAS: Johan let's out a sigh of relief, "Well that's fucking good news. You start to want to kiss any of us you let me know and we will deal with it appropriately, Gorum give us strength."
 JOHAN D’ALMENTA/MESODIAS: "If you think you are alright to continue let's check out these double doors?"
 GRUNDIG: grundig splashes in the water and moves towards the doors
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias move to the double doors. Johan inspects the lock and handle for any mechanical or magical traps.
 JOHAN D’ALMENTA/MESODIAS: Perception check (traps): 1d20+12+3 = 23
 DUNGEON MASTER: Johan discovers no traps. The heavy metal doors swing open to reveal another set of identical doors directly behind the first.
 SOLAR CE’NEA: SOlar says why would you have double doors to something. To keep someting in or keep something out...we had better be very careful here gentleman
 JOHAN D’ALMENTA/MESODIAS: "Hmmm, in this kind of place I wouldn't be surprised if this is true," replies Johan.
 SOLAR CE’NEA: Solar casts dancing lights again and directs it at the doors ready for the lead people in the group to see ahead
 JOHAN D’ALMENTA/MESODIAS: Johan carefully inspects this small alcove taking Solar's advice for any traps.
Perception check (traps): 1d20+12+3 = 30
 DUNGEON MASTER: Johan discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Johan opens the door before standing back next to Mesodias as they peer inside.
 DUNGEON MASTER: This room seems to be infested with various fungi that cling to every surface. The broken remains of an iron walkway juts from the water, also now infested with fungi. Two doors stand high up on the walls.
 JOHAN D’ALMENTA/MESODIAS: "Has the fungus eaten into the metal walkway? This is fresh water not salt water from the ocean to have caused rust and decay?"
Johan makes a knowledge (nature) check to determine if he recognises the fungus type.
 JOHAN D’ALMENTA/MESODIAS: Knowledge (nature) check: 1d20+10 = 23
 SOLAR CE’NEA: Solar voices his concern about the room. "DO we need to go in here or can we get to those door from one of the other rooms?
 DUNGEON MASTER: There are a great variety of fungi in this room: one of which is the dreaded purple fungus.
 JOHAN D’ALMENTA/MESODIAS: Johan closes the door and steps away from it.
 JOHAN D’ALMENTA/MESODIAS: "I think your suggestion to avoid this room is valid unless you plan on dropping a few fireballs or flaming spheres inside to destroy everything. I don't even know if flaming sphere can work in a room full of water?"
 SOLAR CE’NEA: Probably not, if we need to we can come back to this later.
 JOHAN D’ALMENTA/MESODIAS: Johan removes his grapple hook and rope and attempts to secure it on the ledge on the upper level.
 DUNGEON MASTER: The cages in this room are about 6 feet tall. They are heavy and made of iron.
 JOHAN D’ALMENTA/MESODIAS: Johan sighs, "I don't think I can climb the sheer walls without something to secure the grapple hook to. How about we double back and check out the other double dors for an easier way to access the bridge."
 JOHAN D’ALMENTA/MESODIAS: Johan opens double doors after heading back and exploring the passage way to the right of the main enterance to this tower.
 DUNGEON MASTER: This circular chamber is empty save for dark water. Two doors sit high up the walls to the north and west.
 JOHAN D’ALMENTA/MESODIAS: Johan throws a rock collected from the debris into the room, watching for any movement apart from the ripples caused by the rock.
 SOLAR CE’NEA: Solar sends the lights into the chamber so Johan can see easily
 DUNGEON MASTER: Judging by the distance the stone falls into the water, it appears the waters in this room are significantly deeper than the 3' water in the previous chambers.
 GRUNDIG: grundig moves into the chamber waiting for a nasty suprise
 DUNGEON MASTER: Nothing immediately attacks Grundig.
 GRUNDIG: grundig swims down to the bottem trying to see if there is anything in the water
 GRUNDIG: perception 1d20+14=16
 DUNGEON MASTER: Grundig discovers the remains of an iron catwalk lying at the bottom of the dark waters, nearly 20' below the surface. At the center of the bottom of the pool is a metal grate 3' square, from which a steady stream of cold water is flowing.
 GRUNDIG: grundig swims arround the room looking for any sighn of creatuers he may have missed
 DUNGEON MASTER: As Grundig continues to move about the chamber, he feels--rather than sees--a powerful force attempting to turn his form into something else.

[Fort save & Initiative rolls from grundig, please.]
 GRUNDIG: [fort save 1d20+7=16 ] initiative 1d20+4=8
 DUNGEON MASTER: Grundig feels his form begin to harden, as if it were turning to stone; but he sucessfully shakes it off. Moments laterthe force invades his form once again, furiously fighting to overcome his natural fortitude.

[fort save again please.]
 GRUNDIG: [fort save 1d20+7=19]
 DUNGEON MASTER: Once again, Grundig sucessfully struggles against the force.
 GRUNDIG: grundig swims to the surface and makes his way out of the room
 GRUNDIG: grundig splashes about franticly and dose his best atempt at a atatue
 JOHAN D’ALMENTA/MESODIAS: Johan scratches his head, "I don't understand what you mean? Is there something down there?"
 GRUNDIG: grundig nods his head
 JOHAN D’ALMENTA/MESODIAS: "While you were checking out the room everything looked normal from the surface."
 GRUNDIG: grunidg puts a hand infront of his face covering his eyes
 JOHAN D’ALMENTA/MESODIAS: Johan still doesn't understand Grundig completely, "Is the room safe to cross or not?"
 JOHAN D’ALMENTA/MESODIAS: Mesodias steps forward to close both doors as the party discusses options available to them.
Perception check: 1d20+9 = 21
 GRUNDIG: perception 1 d20+14=29
 DUNGEON MASTER: As Mesodias steps forward, he and Grundig both briefly spot a pair of blue, filmy membraney orbs not too far beneath the surface of the water. Mesodias feels himself being subjected to a powerful external force.

[Fort save from Mesodias please.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias Fort save: 1d20+8 = 20
 GRUNDIG: grundig casts fairy fire upon the orbs
 JOHAN D’ALMENTA/MESODIAS: Mesodias slams the doors shut.
 JOHAN D’ALMENTA/MESODIAS: Mesodias shrugs at Grundig and the party not knowing what it is they faced. Whatever it was he dislikes the idea of fighting within a pit of water without a plan.
 DUNGEON MASTER: The door closes before Grundig has the chance to cast the spell.
 JOHAN D’ALMENTA/MESODIAS: "Look we need to work out some kind of plan before we open this door again," says Johan. "I'm open to suggestions."
 SOLAR CE’NEA: why what happened?
 JOHAN D’ALMENTA/MESODIAS: "I don't know but Grundig cast a spell and something has spooked Mesodias."
 JOHAN D’ALMENTA/MESODIAS: Mesodias draws a rough sketch of a eyes coming out of the water with his blackboard and chalk. The drawing is highlighted by the words bad water thing.
 GRUNDIG: grundig moves to the rock pile and picks up a stone shows it to the party and points to masodias's eyes
 SOLAR CE’NEA: If we can't go in here how about we go in the other area and I cast web and you use it with a grappling hook to get up to the top floor
 GRUNDIG: grundig trys to figger out what it was knolage nature 1d20+9=15
 DUNGEON MASTER: Grundig has no idea what the thing was. It was certainly not anything he's encountered or heard about before.
 JOHAN D’ALMENTA/MESODIAS: "Without knowing what is in there, and it looks like Grundig and Meosdias don't want to enter that room again. I'm happy to try and climb to the second level by using your web to make the walls easier to climb," replies Johan.
 JOHAN D’ALMENTA/MESODIAS: "What if I use the ring to smash one of the doors on the second level so we have something to secure the grapple hook too. What do you guys think?"
 SOLAR CE’NEA: I think that is the best option we have in a series of rooms with limited options
 JOHAN D’ALMENTA/MESODIAS: Johan pushes his way through the murky water into the room with the three rusted iron cages. He extends his left hand, clenching his fist and willing the room above to the north on the second level to be smashed to pieces.
Ring of the Ram: Strength check: 1d20+7 = 27
 GRUNDIG: grundig staays in the corridore watching for any sighns of the creature getting throug the doors
 DUNGEON MASTER: The large metal door flies open under the force of Johan's ring, revealing a darkened passageway behind.
 SOLAR CE’NEA: Can you grapple hook that door johna?
 JOHAN D’ALMENTA/MESODIAS: "I think I can manage that." Johan tosses the grapple hook and rope into the darkened passageway that looms above.
 DUNGEON MASTER: The grapple hook clatters on the stone work before catching on the remnants of the destroyed door.
 SOLAR CE’NEA: Solar sends up his dancing lights to illuminate the dark hallway
 JOHAN D’ALMENTA/MESODIAS: He tests his weight on the rope a few times before making his way up into the passageway.
Climb check: 1d20+8 = 18
 DUNGEON MASTER: Johan finds himself on a long corridoor lined with metal doors. An alcove about halfway down the corridoor contains several shelves.
 JOHAN D’ALMENTA/MESODIAS: Johan checks to make sure the door leading into the fungus room is closed. He also looks down the hallway for anything hiding along the ceiling before giving the go ahead for his companions to join him.
Perception check: 1d20+12 = 21
 DUNGEON MASTER: All of the doors are closed and barred, save for the one now directly behind Johan.
 JOHAN D’ALMENTA/MESODIAS: ""You were right, there is a long corridor behind the rooms. Looks like enough room for single file."
 SOLAR CE’NEA: Solar heads up with the others
 GRUNDIG: grundig changes form once he reaches the rope and attempts to climb

climb check 1d20+4=14
 SOLAR CE’NEA: solar casts detect magic
 JOHAN D’ALMENTA/MESODIAS: The party secures the rope around Shadow before slowly pulling him up to the second level.
 DUNGEON MASTER: Shadow wriggles and growls before finally allowing himself to be raised to the top level.
 SOLAR CE’NEA: he looks around to see if there are any special portals or things of interest on the shelves when he gets there
 GRUNDIG: grundig describes what he saw and felt in the other room to the rest of the party
 JOHAN D’ALMENTA/MESODIAS: Johan moves ten foot down the hallway to ensure the observing door into the water creatures room is closed.
 DUNGEON MASTER: On the shelf Solar discovers a potion of displacement, a potion of gaseous form, and two vials of what appear to be alchemically preserved blood, a potion of nondetection and a wand of charm monster with 44 charges.
 JOHAN D’ALMENTA/MESODIAS: "I have never heard of such a thing before and I believe I'm happy not ever knowing what that thing is. Just another perversion of nature that should not exist," replies Johan.
 GRUNDIG: grundig takes the potion of displacement
 JOHAN D’ALMENTA/MESODIAS: Johan places the Potion of Gaseous Form into his backpack.
 SOLAR CE’NEA: SOlar takes the potion of non detection and the wand of charm monster and holds the Preserved blood vials as well
 JOHAN D’ALMENTA/MESODIAS: "I'm happy leaving the door at the side of this passage alone, instead opening the door in front of us which I assume leads to the bridge outside." Johan moves forward and inspects the doorway in front of them for traps.
Perception check (traps): 1d20+12+3 = 18
 DUNGEON MASTER: Johan discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Johan opens the door.
 DUNGEON MASTER: A grand stone bridge arches over the gorge to a stack of rock on which perches a high tower topped with a lightning rod.
 JOHAN D’ALMENTA/MESODIAS: Johan tosses a copper coin to roll across the beginning of the bridge to see if it attracts unwanted attention of the lightning.
 GRUNDIG: grundig serches the walls on eater side for any seckret passages

perceptoin 1d20+1432
 DUNGEON MASTER: Grundig discovers no signs of secret passages or other such things.
 DUNGEON MASTER: The bridge is 3' wide and has no handrails.
 JOHAN D’ALMENTA/MESODIAS: Johan stands his ground, watching the tower that stands before them for any kind of threat other then the lightning.
Perception check: 1d20+12 = 19
 DUNGEON MASTER: Johan discovers no threats. Even the lightning appears to be safe for those below, as the lightning rod does an excellent job of absorbing all nearby strikes.
 DUNGEON MASTER: [GAME ENDS HERE]

Monday, February 11, 2013

Carrion Crown Session 55


Session 55
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party heads back into the Manse and prepares to rest for the afternoon and evening.
 GRUNDIG: solar places his alarm stone on the door
 GRUNDIG: grundig takes first watch
 DUNGEON MASTER: The party takes the afternoon to relax, and heads to bed once the sun sets and the invisible servants make their rounds.
 DUNGEON MASTER: The night passes without incident; morning dawns cloudy and gray; although there is no sign of rain just yet.
 JOHAN D’ALMENTA/MESODIAS: The party rises, with Mesodias praying before his morning meal of bread and dried fruits. Johan gives the down stairs a quick search accompanied with Shadow for any visitors they didn't hear during the night.
 GRUNDIG: grundig will perform morning ritchell lighting a fire in an approprate place and prepairs a meal for everyone.
 GRUNDIG: solar goes over his spell book re learning his spells for the day
 JOHAN D’ALMENTA/MESODIAS: The party makes preparations and sets off, carefully crossing the river via the impromtu rope bridge before making their way to the doorway leading out to the unexplored section of the manor grounds. The party stands at the doorway they have now opened, peering outside causiously as the lightning strikes the tower that rises in the distance.
 JOHAN D’ALMENTA/MESODIAS: Johan stands there for a moment, hesitating as if the foul weather was sign of an ill omen of things yet to come. "It looks like the holiday is over and this shit gets real from here on. Now would be a perfect time for any final preparations. Doesn't looks like we have much cover whatever way we approach the closest building."
 DUNGEON MASTER: The path ahead is an exposed, winding, narrow pathway that climbs the bare rock face to the four linked towers 50 feet above. There are nohandrails or guide ropes in evidence.
 DUNGEON MASTER: A bridge not far beyond the four towers links to a fifth tower, crowned with a lightning rod and touched by occasional flashes of electricity.
 GRUNDIG: solar takes one look out the door and desides to cast mage armour
 GRUNDIG: 4 charges left
 JOHAN D’ALMENTA/MESODIAS: Johan observes what he can see of the pathway from his vantage point for any natural hazard, including potential rock falls or even moss covering the foot path from the moisture from the river below.
 GRUNDIG: grundig stands at the ready pearing out the door waiting for something to come through
 JOHAN D’ALMENTA/MESODIAS: Johan regards Grundig, "I'm all one for gathering information however with those thunder clouds and the lightning I think whatever happens you should avoid flying anywhere near that tower at risk of attracting the lightning."
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias prepare their ranged weapons, longbow and heavy crossbow respectively before they beging their approach of the first tower.
 GRUNDIG: grundig smiels at Johan the thought of eating fryed chicken is better than being it
 GRUNDIG: solar readys both his heavy and light cross bow
 JOHAN D’ALMENTA/MESODIAS: Johan is first outside the door, causiously walking the footpath with longbow readied. He occasionly stops to inspect the pathway for any sign of natural hazards, stopping the party before preceding once he believes the coast is clear.
 JOHAN D’ALMENTA/MESODIAS: Johan hands one length of the rope to Grundig, "You guys hold onto this rope and I will attempt to climb up and secure the rope to assist us to move up in stages. Is that a crazy idea or what?"
 GRUNDIG: grundig grabs hold of the rope not shore what he will be able to do if Johan falls
 GRUNDIG: solar also grabs the rope ready for something to happen
 GRUNDIG: grundig calls out to Johan "don't for get to keep an eye out for traps"
 JOHAN D’ALMENTA/MESODIAS: Johan straps his longbow across his right shoulder before tiying off the rope to his leather belt and around his wasit. He sets off climbing slowly through the safest path he can manage.
Climb check: 1d20+8 = 16
 DUNGEON MASTER: Johan navigates up the path. Although it is narrow and treacherous, it is clear of obstacles. The main dangers are the uneven footing and the blasts of wind down the gorge that threaten to dislodge those ascending the pathway.
 GRUNDIG: grundig keeps his eyes fixed on the towers looking for any sighn of danger
 JOHAN D’ALMENTA/MESODIAS: Heeding Grundig's warning, Johan inspects the around around him for traps.
Perception check (traps): 1d20+12+3 = 30
 GRUNDIG: grundig starts making his way up the path using the rope to aide him

climb check 1d20+4=11
 DUNGEON MASTER: Johan carefully follows the pathway up out of sight of the rest of the party. The path ends at a small stairway that descends 10 feet to a recessed iron door. The door cached with rust.

Grundig follows up from behind.
 GRUNDIG: solar makes his way up the path

climb check 1d20+2=12
 JOHAN D’ALMENTA/MESODIAS: Mesodias waits a moment for Solar to reach the base of the tower. Once the roope stops moving around he will take that as Solar having reached the tower safely. He sets off using the rope to climb the path to join the party.
Climb check: 1d20-1 = 10
 DUNGEON MASTER: The entire party sucessfully navigates up the pathway.
 DUNGEON MASTER: Johan inspects the door as the rest of the party climb up behind him. He discovers no traps. The door is made of metal and it appears to be rusted shut.
 GRUNDIG: gurndig keeps an eye out above for any sign of danger
 JOHAN D’ALMENTA/MESODIAS: "The door will take some time to prise open. Obviously hasn't had the attention of the magical servants we are use to in the other buildings."
Johan removes his crowbar and begins to loosen the frame of the door due to the rust.
Strength check: 1d20+4 = 15
 DUNGEON MASTER: Johan is strong, but this door is well rusted. There is something else on the inside that is applying pressure on the door, as his first attempts are not sufficient to force it open.
 JOHAN D’ALMENTA/MESODIAS: Johan calls Mesodias forward, "My friend your strength is needed to open this stubburn door."
Mesodias works to loosen the edges of the door frame with the crossbow with the assistance of Johan.
Johan Strength check (aid other): 1d20+4 = 13
Mesodias Strength check: 1d20+5+2 = 21
 GRUNDIG: solar has his heavy cros bow at the ready
 DUNGEON MASTER: Johan and Mesodias have at the rusted old door with their crowbars. Flakes of red corroded metal fall as they heave and grunt. But to no avail; the door holds firm. It becomes gradually apparent that the door is not simply stuck, as it has more or less been loosened from the frame; but there is something else on the other side applying considerable pressure to keep it shut. At one point during his struggle to open the door, Johan notices a sloshing sound on the other side.
 GRUNDIG: grundig casts detect magic checking if it is magicly held
 DUNGEON MASTER: Grundig detects no magic.
 JOHAN D’ALMENTA/MESODIAS: "It sounds like there is some kind of liquid on the other side. Whoever opens the door best be secured with the rope to avoid going for a swim."
 JOHAN D’ALMENTA/MESODIAS: "I have an idea, let's move back until we can just see the door." Johan sighs, "What do you think if I break the door with the ring of the ram. It will mean we loose the element of surprise but it means no one is standing next to it when it opens."
 *** Call ended, duration 1:38:02 ***
 *** Group call ***
 JOHAN D’ALMENTA/MESODIAS: "This is going to be troublesome. What is we move back to the safety of the previous building and one of us attempts to smash the door down with the ring and the safety of the rope. The rest can be holding onto the rope?"
 DUNGEON MASTER: The party retreats back up the pathway to the museum, save for Johan, who remains near the doorway.
 JOHAN D’ALMENTA/MESODIAS: Johan secures the rope to his wasist and belt before willing the ring to smash the door from as far away as possible.
Ring of the Ram: Str check: 1d20+7 = 27
 DUNGEON MASTER: Johan lines up the ring with the target door and lets loose with a violent ram made of pure energy that smashes directly into the metal door. However, even this great blow is not sufficient to competely take the thing off its hinges--it surely is of v ery good make. The door crumples inward somewhat, releasing a rush of water that fills the recessed stairway up to a depth of about three feet, leaving the rusted door still half closed in the door frame.
 JOHAN D’ALMENTA/MESODIAS: Johan ruffles his hair in frustration at the doors stubborness. He extends his left hand, willing the ring to smash the door completely from it's frame.
Ring of the Ram (strength check): 1d20+7 = 27
 DUNGEON MASTER: Once again a ram made of energy rushes forth from Johan's hands, and once again it strikes the door with unerring accuracy. This time, however, the door competely gives way. The old rusted door comes completely off its hinges, flying backward to strike an unseen wall in the darkness beyond.

The three feet of water remains in the recessed stairway--and, as far as Johan can see, it fills the entire level of this structure to the same depth.
 JOHAN D’ALMENTA/MESODIAS: Johan calls out to Solar without taking his eyes off the darkened enterance to the tower. "Mate do you mind sending in the flying light spell?"
 GRUNDIG: solar starts making his way back up the slope

climb check 1d20+2=6
 GRUNDIG: reflex save 1d20+5=16
 DUNGEON MASTER: A gust of wind takes solar off balance as he returns back up the pathway; but fortunately for him, he barely manages to keep his grasp on the rope. He arrives at the top in a cold sweat in the thought of what almost happened on the pathway below.
 GRUNDIG: solar casts dancing light inside the building
 GRUNDIG: grundig starts making his way up the rope

climb check 1d20+4=10
 JOHAN D’ALMENTA/MESODIAS: Shadow climbs up the ledge, keeping low against the rock face to avoid slipping.
Climb check: 1d20+6 = 12
 JOHAN D’ALMENTA/MESODIAS: Mesodias Climb check: 1d20+4 = 13
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the water and pathway leading in front of them for hazards.
Survival check: 1d20+12 = 26
 DUNGEON MASTER: Rubble blocks the broken stairway directly across from the entrance. Within, there appear to be passages leading off to the left and the right.
 DUNGEON MASTER: There are no obvious problems with the water--it looks fairly clear and safe. Although it will certainly impede movement, and may conceal any number of dangers.
 GRUNDIG: grundig looks for the sorce of the water in the building if he cansee fare enough to do so

perception 1d20+14=28
 JOHAN D’ALMENTA/MESODIAS: Johan gives Shadow a gentle pat on the head before asking him if he is fine with Grundig riding him for the time being once we get inside.
 GRUNDIG: grundig eases onto the back of splatterface
 JOHAN D’ALMENTA/MESODIAS: Johan looks to the rooftop from his current position checking for any lurking dangers from above that might have been concealed within the shadows.
Perception check: 1d20+12 = 19
 DUNGEON MASTER: Johan spots no obvious dangers.
 GRUNDIG: solar directs one of the lights under the water
 JOHAN D’ALMENTA/MESODIAS: Mesodias arms himself with his heavy mace, before moving to the waters edge and peering left and right as he decides which path to take.
 DUNGEON MASTER: Both paths go about 20' feet before making sharp turns to the north. At the corners of this passageway, steel grates appear to have been lifted up out of the water. [Squares with white dot borders.]
 GRUNDIG: grundig makes his way past the group in to the water casting detect magick and looking for any sighns of traps  as he moves off he calls to solar "keep tose lights cloce infront of me"
 JOHAN D’ALMENTA/MESODIAS: Mesodias summons of globe of light focused on his belt buckle as he stands guard as Grundig moves forward.
 DUNGEON MASTER: Grundig discovers no traps obvious traps. The water remains about 3' deep as Grundig proceeds forward.
 GRUNDIG: solar moves to a position where he can direct the light and kees one below the water in front and one 15 ft above in front and the same for behind
 GRUNDIG: grundig moves up to the grate and inspects it and what is below it

perception 1d20+14=15
 JOHAN D’ALMENTA/MESODIAS: Johan and Mesodias enter the passage way to cover their companions.
 DUNGEON MASTER: Rusted grates open on the north and south side stick out of the water, revealing a deep downward passage that extends perhaps 20' deep. Two bloated human corpses lie at the bottom.
 GRUNDIG: grundig trys to detirmon if the corpses are blocking a drain

perception 1d20+14=34
 DUNGEON MASTER: There is no obvious sign that the are blocking a drain from up above where Grundig sits on his mount.
 JOHAN D’ALMENTA/MESODIAS: Johan raises an eyebrow at the corpses, "Welcoming party? Otherwise why are they here? I wonder if they drowned or died from other means?"
 GRUNDIG: grundig asks if yohan might be able to fish them out with his grapeling hook whilst the others wait outside holding a rope atached to him
 JOHAN D’ALMENTA/MESODIAS: Johan gives Grundig his grapple hook and rope, "Feel like a bit of fishing eh?" He redies his longsword after handing over the grapple hook and rope to Grundig.
 GRUNDIG: grundig asks the others to wait outside and to hold on to the silk rope he tyes on to himself once the others are out the door he trys to fish one of the bodys out.
 GRUNDIG: grundig also tyes the rope arround splatterface whilst soothing him with soft noises
 DUNGEON MASTER: The grappling hook latches on to one of the bodies, and after some effort Grundig suceeds in fishing the thing out of the pit. His efforts are greatly hampered by weights tied to the bodies; once the ropes slip free of the bloated corpses, the things easily float up to the surface.
 GRUNDIG: grundig checks over the bodys to see how long they have been there

heal check 1d20+8=9
 DUNGEON MASTER: Grundig checks the corpses' pulses, just to confirm that they are in fact dead.
 GRUNDIG: grundig asks solar to send one of his lights down the hole to see how deep it is
 JOHAN D’ALMENTA/MESODIAS: "Son of a bitch. Well it looks like we are going to have to get wet," says Johan as he looks at the tunnel they retreieved the body from.
 GRUNDIG: grundig packs up his rope and changes into a small water elemant and runs off the back of splatterface into the water and makes his way down the corrodore
 GRUNDIG: grundig checks the door for traps perception 1 d20+14=30
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig atampts to open the door
 DUNGEON MASTER: The door is made of metal and opens slowly against the pressure of the water on both sides. Within, a rotting stench comes from a trio of headless, apelike creatures inside heavy iron cages. The waters lap against these corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor.
 GRUNDIG: grundig trys to dertrmon what they where

knolage nature 1d20+9=13
 DUNGEON MASTER: Grundig decides that these things are some kind of apes. Probably native to some place to the south.
 GRUNDIG: grundig checks for traps as he makes his way in the room

perception 1d20+14=19
 DUNGEON MASTER: Grundig discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: After hearing from Grundig what lies within the room Johan replies, "I don't even want to know where their heads are."
 DUNGEON MASTER: Grundig moves forward cautiously, taking care to look around as he does so. It is fortunate that he does so, for it is because of this that he avoids being surprised by the four blackened, bat-winged fiend's heads swooping down from above. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
 DUNGEON MASTER: [Initiative please. All but grundig are surprised.]
 GRUNDIG: initive 1d20+4=5
 JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 13
 JOHAN D’ALMENTA/MESODIAS: Mesodias Intiative check: 1d20+4 = 21
 DUNGEON MASTER: One of the creatures lashes out with a hideous shriek that freezes Grundig's bones to the marrow.
 GRUNDIG: fort save 1d20+7=9
 GRUNDIG: grundig looks within for some inner stringhts  (using a hero point) fort save 1d20+7=11
 DUNGEON MASTER: Grundig's inner strengths are no sufficient to prevent him from being paralyzed for 5 rounds due to the soul-rending screech.
 DUNGEON MASTER: The remaining two creatures swoop down to attack Grundig with their lips, attempting to deliver a kiss to his watery form. One suceeds, and Grundig can feel a terrible transformation beginning in his body. [Fort save please.]
 GRUNDIG: fort save 1d20+7=19
 DUNGEON MASTER: Grundig only barely suceeds in fighting off the effects of the creature's horrid kiss.
 JOHAN D’ALMENTA/MESODIAS: Mesodias slosshes through the water to stand next to Grundig. He grasps his holy symbol before realsing a burst of positive energy to effect the fiending flying heads.
Channel Energy: 4d6 = 10 (will save DC 15 for half) [No AoO]
 DUNGEON MASTER: All three of the creatures are fully affected. A second creature emits a second screech, [forcing Mesodias to make a fort save.]
 JOHAN D’ALMENTA/MESODIAS: Mesodias Fort save check: 1d20+8 = 24
 DUNGEON MASTER: The remaining two creatures make attacks on Grunding, attempting to embrace him with their rotting purple lips. [2 fort saves please.]
 GRUNDIG: fort save 1d20+7=25
 GRUNDIG: fort save 2 1d20+7=11
 GRUNDIG: grundig atempts to reach witin for his last ounce of stringth

(using hero point) fort save 1d20+7=12
 DUNGEON MASTER: One of the creatures finally suceeds in embracing Grundig with its lips, and this time, the effect takes hold. Somewhere deep inside his body, the poor gnome can feel a horrible transformation beginning--one that will ultimately end his life if not treated.
 JOHAN D’ALMENTA/MESODIAS: Upon hearing the shrieks from the fiendish heads attacking Grundig, Johan wades through the water to stand behind Grundig. He slashes at the fiend with his magical longsword (power attack & favoured enemy)
To Hit (+1 keen longsword): 1d20+12-2PA+2FE = 30
Confirm Critical: 1d20+12-2PA+2FE+1 = 15
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 18
 DUNGEON MASTER: On the upside, the kiss ends his paralyzation.
 DUNGEON MASTER: Johan sucessfully takes the nearest creature down with an awkward around-the-corner jab.
 DUNGEON MASTER: Its remains float in the water.
 GRUNDIG: solar casts disrupt undead at the closest creature

ranged touch atack 1d20+7=26-8=18
 GRUNDIG: damage 1d6=6
 DUNGEON MASTER: Solar's attack engulfs the thing in blue light; it shrieks in pain.
 GRUNDIG: grundig smiels at the straingness of his atack coming from a water element places his hand like apendiges in front of him amd casts burning hands

damage 5d4=15
 GRUNDIG: reflex save dc=15
 DUNGEON MASTER: The creatures attack opportunistically; they both miss.
 DUNGEON MASTER: The creature to Grundig's right manages to dodge aside and thus avoid the worst of the spelll.
 DUNGEON MASTER: The one to his left is completely consumed in the flames; it drops burning down into the water, where it sizzeles and steams.
 JOHAN D’ALMENTA/MESODIAS: Mesodias focuses his attack on the remaining creature with his heavy mace (power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 16
Damage (+1 heavy mace): 1d8+7+6PA = 16
 DUNGEON MASTER: Mesodias sucessfully finishes the creature off. His overhead strike bats the creature out of the air and against the wall, where it shatters.

[Off Rounds]
 DUNGEON MASTER: [600 xp each]
 DUNGEON MASTER: [SESSION ENDS HERE]