Showing posts with label Carrion Crown 51-55. Show all posts
Showing posts with label Carrion Crown 51-55. Show all posts

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]

Monday, February 4, 2013

Carrion Crown Session 54


Session 54
DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The chains rattle and fall away and the sarcogaphi bursts open, revealing a man-sized figure wrapped from head to toe in ancient strips of moldering linen.

[Roll Initiative Please.]
 SOLAR CE’NEA: SOlar 1d20+7=9
 JOHAN D’ALMENTA/MESODIAS: Johan Intiative check: 1d20+4 = 16
Mesodias Intiative check: 1d20+4 = 18
 JOHAN D’ALMENTA/MESODIAS: Mesodias points with an outstretched hand, roaring a half incoherant command for the two Spritual Weapons to attack the mummy. The spiritual weapons, appearing as two glowing greatswords fly over and slash into the mummy.
To Hit (spiritual weapon): 1d20+7 = 21
Damage (spiritual weapon): 1d8+2 = 10
7/7 rnds

To Hit (spiritual weapon): 1d20+7 = 23
Damage (spiritual weapon): 1d8+2 = 10
5/7 rnds
 DUNGEON MASTER: Both weapons deal considerable damage to the wrapped creature, as it stepps forth from the sarcophagai, arms raised.
 JOHAN D’ALMENTA/MESODIAS: Johan rapidly slashes at the undead beast with extra focus now facing his favoured enemy. He slashes the creature with two strikes from his longsword before taking a five foot step back. Johan commands Shadow to attack and then move five foot back. 
To Hit (+1 keen longsword): 1d20+12-2PA+2FE = 23
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 21

To Hit (+1 keen longsword): 1d20+7-2PA+2FE = 12
Damage (+1 keen longsword): 1d8+7+6PA+2FE = 17
 JOHAN D’ALMENTA/MESODIAS: Shadow attacks but misses as he tries to bite the mummy on the thigh before moving back.
 DUNGEON MASTER: As the creature steps forward, a wave of misery and despair washes over the room...

[DC 16 will save all or be paralyzed.]
 SOLAR CE’NEA: Solar Will save 1d20+5=22
 JOHAN D’ALMENTA/MESODIAS: Johan Will save: 1d20+4 = 15
Hero Point: Johan's muscles start to stiffen up however he finds the reserve to break through the feeling of dread now faced with his moral enemy
 JOHAN D’ALMENTA/MESODIAS: Mesodias Will save: 1d20+7 = 21
 DUNGEON MASTER: The thing relentlessly pursues Johan, swiping him across the face for 14 hp. Johan feels a creeping mallice spreading across the surface of his skin. [Fort save please.]
 JOHAN D’ALMENTA/MESODIAS: Shadow Will save: 1d20+5 = 7
 JOHAN D’ALMENTA/MESODIAS: Shadow paralyzed: 1d4 rnds = 2 rounds
 JOHAN D’ALMENTA/MESODIAS: Johan Fort save: 1d20+9 = 25
 SOLAR CE’NEA: Solar casts grease all over the mummy (not the floor specifically but the actually mummy -including its feet) in preperation of a fire spell from either Grundig or himself. and then for a move action attempts to identify the creature and its weakness and strenghts knowledge religion 1d20+12=29
 SOLAR CE’NEA: Redact him targeting the mummy and it is the 10 foot floor instead
 DUNGEON MASTER: The creature easily keeps its balance despite the sudden and no doubt unexpected coate of pig grease covering the floor beneath its feet.
 GRUNDIG: (will save 1d20+9=17)

Grundig looks at the cloth bound figure before him and smiles to himself he holds his holly aloft calling to the god of flame as a sphere of fire engulfs the bandaged creature. damage 3d6=12 reflex negates dc16 save.
 GRUNDIG: round 1 of 7
 DUNGEON MASTER: The creature seems strangely vulnerable to fire: not only does it utterly fail to avoid Grundig's spell, but its wrappings readily catch fire in the blaze, turning the thing into a walking torch. It writhes in apparent agony.
 JOHAN D’ALMENTA/MESODIAS: Mesodias focuses the divine fury of Gorum (channel smite) to surround his heavy mace with a flickering grey flame (channel smite, destructive smite & power attack)
To Hit (+1 heavy mace): 1d20+11-2PA = 25
Damage (+1 heavy mace): 2d6+7+6PA+3DS = 22
Channel Smite Will DC 15 for half dmg: 4d6 = 12 dmg

To Hit (spiritual weapon): 1d20+7 = 19
Damage (spiritual weapon): 1d8+2 = 7
6/7 rnds
 DUNGEON MASTER: Mesodias' powerful assault destroys the creature, cleaving it from head to crotch. A pile of rags and gray, unclean dust is all that remains.

[End rounds.]
 JOHAN D’ALMENTA/MESODIAS: Johan lets out a sigh of relief as the mummy drops to the floor defeated. "Let the filth burn for a while. The smell regardless how foul won't bother me," replies Johan as he spits on the undead creature.
 SOLAR CE’NEA: SOlar suggest to the others, Mummy's usually have treasure, make sure we check both the mummy nd its sacoficus
 SOLAR CE’NEA: Solar uses detect magic on the mummy and its resting place
 GRUNDIG: grundig casts detect magic looking for what he saw before
 JOHAN D’ALMENTA/MESODIAS: Mesodias let's the mummy burn for a while before quenching the flames by summoning a few gallons of water on the body.
 DUNGEON MASTER: Both Solar and Grundig discover a ring on the mummy's finger that seems to radiate magic. On inspection it proves to be a ring of the ram.
 DUNGEON MASTER: The ring has 33 charges.
 JOHAN D’ALMENTA/MESODIAS: After a brief discussion it is agreed Johan will use the Ring of the Ram. He slices the mummies finger off with his longsword and carefully slides it away from the arm before wiping it clean and placing it on his left hand ring finger.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the open coffin for traps before the party searches it for any mundane yet valueable items of interest
Perception (traps) check: 1d20+12+3 = 24
 SOLAR CE’NEA: SOlar waits for johan to detect traps but then aids him in searching for items.  percpetion Aid another 17
 GRUNDIG: grundig gose over and takes a finger off the big construct and the crispy little creaturs atached to it
 DUNGEON MASTER: Johan discovers no traps. He quickly decides that the sarcophagi is quite valuable as a collector's item. It is set with no gems or gold, however.
 GRUNDIG: grundig serches the construct and its conpanions for tresure
 DUNGEON MASTER: Grundig soon adds seven fingers to his collection.
 JOHAN D’ALMENTA/MESODIAS: Johan steps back, "The coffin looks clear of traps."
 GRUNDIG: perception 1d20+14=30
 DUNGEON MASTER: Grundig finds nothing rare or valuable on the burnt bodies.
 GRUNDIG: grundig serches the coffin
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses one charge from the Cure Moderate Wounds wand to heal Johan's injuries
CMW: 2d8+2 = 10
 GRUNDIG: grundig serches the door for traps and listens at the door for any sound of danger

perception 1d20+14=27
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig opens the door slowly once everyone is in psoition
 SOLAR CE’NEA: Just before we head into the room Solar pops his head out the to look out at the rope bridge to check nothing has changed (that they have no visitors) perception 1d20+7=19
 SOLAR CE’NEA: Solar tires to do it with stealth 1d20+7=21
 DUNGEON MASTER: While Solar's vantage point hardly provides an unobstructed view of the entire premises, the area he does see certainly appears unoccupied.

A stuffed bulette faces the door to this room. Cabinets along the walls contain a partially dissected bugbear, a partially transformed doppelganger, and a complete goblin dog, all preserved in alchemical fluids.
 GRUNDIG: grundig casts detect magic
 DUNGEON MASTER: There appear to be no magic items in this room.
 GRUNDIG: grundig steps into the room
 DUNGEON MASTER: The floor creaks under grundig's feet.
 SOLAR CE’NEA: SOlar is both disgusted that someone would discect such creature - including a humanoid and fascinated with the study that clearly has been going on in this castle.
 GRUNDIG: grundig serches the room for any tresure
 SOLAR CE’NEA: SOlar aid grundig percpetion search 1d20=15
 GRUNDIG: perception 1d20+14=21+2=23
 DUNGEON MASTER: As the party already suspected, the items in this room might be quite valuable to the right buyer. Transportation might be an issue, however.
 JOHAN D’ALMENTA/MESODIAS: Johan stands watch with Mesodias at the enterance of the room. Johan watches the oddities and preserved creatures for any sign of movement.
 GRUNDIG: grundig sergests moveing on to the party
 GRUNDIG: grundig serches for traps 1d20+14=29
 SOLAR CE’NEA: SOlar asks if the gonme noticed any secret doors
 SOLAR CE’NEA: Redact solars last post
 DUNGEON MASTER: Grundig discovers no traps.
 GRUNDIG: grundig opens the door
 DUNGEON MASTER: The skeleton of a sea cow dominates this room, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.
 GRUNDIG: grundig enters the room and sirches the room for tresure
 GRUNDIG: knowledge nature 1d20+9=20
 GRUNDIG: to detirmon the mermaidlike creature
 JOHAN D’ALMENTA/MESODIAS: As the party picks their way through the room, Johan searches the head of the skum.
Perception check: 1d20+12 = 23
 DUNGEON MASTER: Grundig decides that this is a Ningyo--a monstrosity from the sea that has flesh of poison, and that returns from the dead during the night time.
 GRUNDIG: perception 1d20+14=18
 SOLAR CE’NEA: SOlar looks around the room to see if there is any hidden compartments or secret entrances in the room perception 1d20+7=26
 DUNGEON MASTER: Solar discovers a wooden panel in the north west corner of the room that seems to swing inward when he applies pressure.
 SOLAR CE’NEA: SOlar lets his companions know what he found
 DUNGEON MASTER: The head of the skum is truly grotesque. It is well preserved--and, judging by the condition of its skin, it seems to be fairly recently acquired.
 JOHAN D’ALMENTA/MESODIAS: Johan searches the springloaded compartment Solar had discovered for traps.
Perception (trap) check: 1d20+12+3 = 29
 DUNGEON MASTER: Johan discovers no traps.
 DUNGEON MASTER: The panel creaks open to reveal a spiral staircase leading upward.
 SOLAR CE’NEA: Solar recasts dancing lights
 DUNGEON MASTER: The spiral iron stair leading from the mummy room  literally hangs above the valley beneath the museum, connecting to a small stone terrace and a wooden door.
 DUNGEON MASTER: The dull rush of water can be heard from below.
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Shield of Faith on both himself and Johan as they move carefully down through the trapdoor the faceless golem was found in.
 SOLAR CE’NEA: SOlar suggest we use the ropes again in case the stairs fail
 JOHAN D’ALMENTA/MESODIAS: "Sounds like a good idea. I can hear running water and this could be some kind of trap as you suggested." Johan secures a length of rope to one of the wooden benches in the main enterance room.
Johan then inspects the staircase leading down for any traps.
Percpetion check (traps): 1d20+12+3 = 20
 DUNGEON MASTER: Johan discovers no traps. The stairs, although hanginging high above the water, appear to be quite sturdy.
 DUNGEON MASTER: The staircase is descended with ease.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the door and also the flooring just infront of the door itself for any traps.
Perception check (traps): 1d20+12+3 = 23
 DUNGEON MASTER: Johan discovers no traps.
 JOHAN D’ALMENTA/MESODIAS: Adj: +25 vs. Percpeption (+2 underground)
 JOHAN D’ALMENTA/MESODIAS: Mesodias opens the door and looks inside.
 DUNGEON MASTER:  Three large, empty crates sit in this room. In additoin, three large, sealed, opaqueblack glass jars sit on a shelf on the north wall.
 SOLAR CE’NEA: SOlar suggests being careful he doesn't like the idea that you can't see whats in the jar her reminds them of the flaming skulls
 JOHAN D’ALMENTA/MESODIAS: "I'm not sure about these. On one hand not seeing inside is suspicious and yet the faceless golem may have been guarding whatever is inside. Why I don't know," replies Johan.
 JOHAN D’ALMENTA/MESODIAS: "DId we want to fuck with these or leave them?"
 SOLAR CE’NEA: I suggest leaving them alone
 GRUNDIG: grundig grinns ear to ear  yer lets open them
 JOHAN D’ALMENTA/MESODIAS: "Son of a bitch! Well if that's the case let's leave them alone. We don't know what's inside them," Johan and Mesodias close the door and head back upstairs.
 SOLAR CE’NEA: SOlar says if you really want to open them, we could carry it up the stairs and drop them one by one to see what is in them
 JOHAN D’ALMENTA/MESODIAS: "Look if you can tell me what could be inside I don't mind going that but light proof glass containers is just asking for trouble," replies Johan.
 SOLAR CE’NEA: Solar cast detect magic on the glass jars
 DUNGEON MASTER: Solar detects no magaic.
 SOLAR CE’NEA: SOlar says I don't think there is anything of interest here lets head back up
 DUNGEON MASTER: The party heads back up the stairs and into the room with the secret passage.
 DUNGEON MASTER: The secret stairway ends in this room, where three dissected, preserved harpies sit in huge bell jars, along with jars containing four stuffed bats, the skeletal front legs and head of a griffon, and the preserved wing of a roc which is slowly losing its feathers. A ladder leads up to a trapdoor in the ceiling.
 GRUNDIG: grundig casts detect magic and looks about the room
 JOHAN D’ALMENTA/MESODIAS: Johan stares wide eyed at the assortment of unique creatures preserved along the walls. "How the fuck did this guy get all these things, and why? It's just such a weird collection of things... I've never seen anything like it before."
 GRUNDIG: this bloks a compleat nutter
 SOLAR CE’NEA: I think he likes to make golems hence the Beast calling hime his father.  however for some reason the Beast got intelligence
 SOLAR CE’NEA: which is unusual
 JOHAN D’ALMENTA/MESODIAS: Johan moves to inspect the trapdoor for traps, prefering to avoid tampering with the unsual trophies that adorn the room.
Perception check (traps): 1d20+12+3 = 25
 DUNGEON MASTER: Johan discovers no traps.
 GRUNDIG: grundig checks the door for traps

perception 1d20+14=17
 DUNGEON MASTER: Grundig also discovers no traps.
 GRUNDIG: grundig opens the door slowly
 DUNGEON MASTER: This large room is crammed with crates and boxes. The cases all contain curios like animal bones, stuffed birds, and more mundane preserved creatures.
 GRUNDIG: grundig serches the room for tresure and casts detect magic as he looks about the room
 GRUNDIG: perception 1d20+14=18
 DUNGEON MASTER: Grundig discovers nothing of particular value, despite the fact that this room is crammed with items.
 GRUNDIG: grundig caushisly climbs the ladder squinting as ho opens the hatch realising he forgot to put his fingers in his ears
 DUNGEON MASTER: Grundig opens the trap door to reveal a high attic room that is apparently quite empty. Dust lies in the corners, and cobwebs decorate the beams.
 GRUNDIG: grundig serches the room for tresure and seckret compartments

perception 1d20+14=15
 GRUNDIG: he nalso casts detect magic
 DUNGEON MASTER: The moment Grundig enters the room, a number of green runes light up along the floor and on the beams overhead. A nasty, acidic fog fills both the attic and the chamber below.
 GRUNDIG: grundig jumps down the opening and runs for the door

acrobatics 1d20+2=11
 JOHAN D’ALMENTA/MESODIAS: Johan moves instantly out of the room to join Mesodias and Shadow.
 DUNGEON MASTER: Grundig and Johan move as quickly as they can out of the green fog. The acid eats their cloths, skin, and lungs, dealing 2d6 damage to Johan and 4d6 damage to Grundig.
 DUNGEON MASTER: After about a minute and a half, the fog disperses.
 JOHAN D’ALMENTA/MESODIAS: The acidic vapour burns at Johan's face and exposed neck leaving his breathless as he vomits and heaves the poisonous gas from his lungs.
2d6 acid dmg: 2d6 = 10 dmg
 GRUNDIG: grundig takes 13 points of damage
 SOLAR CE’NEA: Solar yells out to others to see if they are alright
 GRUNDIG: a little burnt but ok
 JOHAN D’ALMENTA/MESODIAS: "We are find now, the acid gas seems to go away after a moment." Johan ruffles his hair in frustration, "I can't believe I missed something like that. You were wise to wait down the stairs while we went up the trapdoor."
 SOLAR CE’NEA: I didn't like the idea of us all being trapped in one area I wasn't really thinking of  trap but another creature
 GRUNDIG: my fault should have serched the room aswell as the trapdoor
 GRUNDIG: grundig makes his way back up the ladder and serches the room perception 1d20+14=21
 GRUNDIG: casting detect magic
 DUNGEON MASTER: Grundig discovers nothing in the room. It is bare and empty, although he does spot a few recent footprints in the dust.
 JOHAN D’ALMENTA/MESODIAS: "Just be careful, there could be something invisible in the room that tried to avoid the acid trap," replies Johan.
 GRUNDIG: grundig trys to detirmon the creatur or huminoide they may bleong to knolage nature 1d20+9=27
 DUNGEON MASTER: Grundig decides that these creatures were humans, or close relations thereof.
 GRUNDIG: also checks if he can see where they lead

survival 1d20+14=32
 JOHAN D’ALMENTA/MESODIAS: Johan climbs up the stairs to join Grundig.
 DUNGEON MASTER: The footprints lead in and out of the attic. Grundig notices that they seem to cluster around the places where the green runes activated, as if the humans stood at these places for several minutes each.
 JOHAN D’ALMENTA/MESODIAS: Mesodias will stand guard with Shadow at the base of the ladder.
 GRUNDIG: grundig checks for any hidden doors perception 1d20+14=23
 DUNGEON MASTER: Grundig discovers no secret doors or compartments.
 JOHAN D’ALMENTA/MESODIAS: Johan stands on guard, listening for any sound of movement apon the wooden floorboards.
Perception check: 1d20+12 = 24
 GRUNDIG: grundig check the dust to see if anyting may have been taken reasently

perception 1d20+14=33
 DUNGEON MASTER: There are no obvious signs that anything has recently been removed from this room.
 GRUNDIG: grundig lets the others what he has found upstairs and sergests getting a nights rest before continuing on
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Invisibility Purge before climbing up the ladder and inspecting the room above with the mysterious footsteps.
 DUNGEON MASTER: A low red light washes over the area effected by Mesodias' spell. Nothing new is revealed.
 JOHAN D’ALMENTA/MESODIAS: Mesodias grunts, displeased nothing is revealed that can be crushed into the ground. He leaves the room in frustration.
 JOHAN D’ALMENTA/MESODIAS: "Perhaps we can cross the rope bridge and heal up before setting up camp for the night?"
 SOLAR CE’NEA: I think that might be a good idea, things seem to be getting more and more dangerous.  I would llso like to keep an eye out for the Beast
 GRUNDIG: "i agree that would be good" grundig says as he peals bits of burnt skin from his arm
 JOHAN D’ALMENTA/MESODIAS: While they are all within close proximity, Mesodias uses a channel healing burst to heal the party of their wounds.
Channel Burst: 4d6 = 13 hp healed
 SOLAR CE’NEA: SOlar suggests when we go back to pick up the wonderous goat figarine they forgot
 SOLAR CE’NEA: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/figurines-of-wondrous-power/ivory-goats
 DUNGEON MASTER: The party crosses the rope pulley and returns to the Manse. It is now noon; the sun is bright, and the fire in the ktichen remains welll tended and warm.
 GRUNDIG: grundig takes the ivory goat figurines.
 DUNGEON MASTER: [GAME ENDS HERE]

Sunday, January 27, 2013

Carrion Crown Session 53


Session 53

 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party is just settling down for bed in the (mostly) abandoned manse. The only sounds that can be heard within the building are the unseemly hooked beast below the stairs, and the occasional door opening and closing in the hands of the invisible servants.
 JOHAN D’ALMENTA/MESODIAS: The party sets up camp in the central bedroom on the secnod floor, setting up watchs during the night.
 GRUNDIG: perception 1d20+14=17 (grundig watch)
 GRUNDIG: solars perception 1d20+1=13 (Solar's watch)
 DUNGEON MASTER: The night passes without incident, except the occasional unsettling noises of doors opening and closing, and the stamping feet of the monster below.

Morning dawns fairly clear. The invisible servants come in just before dawn to douse the torches and see to the bed warmers.
 GRUNDIG: grundig performs his usual ritchels as well as cooking a meal for everyone
 GRUNDIG: so anyidears for the bridg i burnt dowm yesterday
 JOHAN D’ALMENTA/MESODIAS: "I think if we can grapple hook across to the other side we might be able to secure some kind of rig up to shimmy across," replies Johan to Grundig's query.
 GRUNDIG: ok shell we give it a go
 JOHAN D’ALMENTA/MESODIAS: The party moves over to the alchemist workshop. Johan stands at the edge of the collapsed rope bridge with grapply hook and rope in hand.
 JOHAN D’ALMENTA/MESODIAS: He spins the hook around a few times to build up speed before hurling it across the gap.
 GRUNDIG: solar loads his heavy cross bow at the ready
 JOHAN D’ALMENTA/MESODIAS: "You guys stand watch, you know the drill."
 DUNGEON MASTER: Johan sucessfully strings a rope between the two sides of the gap.
 GRUNDIG: he also loads his light cross bow and places it next to him as he takes a knee
 JOHAN D’ALMENTA/MESODIAS: Johan loops his legs around the rope and grags himself across with his arms. He hangs precariously over the rapid below as he crosses the impromptu rope bridge.
Climb check: 1d20+8-1 = 22
 GRUNDIG: grundig moves to the hole in the wall ready to act at the first sighn of danger
 DUNGEON MASTER: Johan sucessfully shimmies across the chasm.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the statue, slapping it in the face to see if anything unusual happens like it attacking him.
 DUNGEON MASTER: Johan assaults the statue. It is quite solid, but shows no signs of fighting back.
 JOHAN D’ALMENTA/MESODIAS: "Looks safe, the statue hasn't killed me yet which is nice!" Johan calls out to Grundig, "Can you do me a favour and secure Shadow with a rope harnass so we can pull him across safely?"
 GRUNDIG: grundig makes a harness out of his silk rope tying it off to his grapeling hook to hook over the rope spanning the casum he then tyes off more rope to the grapling hook to pull across the gape and throws it across to Johan
 JOHAN D’ALMENTA/MESODIAS: Johan secures the rope to the wooden posts from this side of the rope bridge.
 GRUNDIG: he then casts speek with anamals and trys to coaks splatter face into the harness before hooking it on the rope
 GRUNDIG: handel animal 1d20+7=15
 DUNGEON MASTER: Splatterface looks quizzically at Grundig and then saunters forward, tail wagging. He lifts his front paws and puts them into the harness.
 GRUNDIG: grundig asks masodious to lift it on to the rope
 DUNGEON MASTER: Mesodias, then the others cross the chasm one by one, using the ropes and the makeshift harness to aid them
 DUNGEON MASTER: Before long, the party is gathered together on the oppostie side, ready to see what else Caromarc has to offer them.
 JOHAN D’ALMENTA/MESODIAS: Johan kneels down and peers into the lock on the door and inspects it for any traps before attempting to open it.
Perception check (traps): 1d20+12+3 = 24
 GRUNDIG: grundig undose the rope and puts back the rope an harness with his gear
 DUNGEON MASTER: Johan disovers that there does seem to be a spell effect in place--an alarm spell, unless he's missed his guess.
 DUNGEON MASTER: It seems to be keyed to the door.
 JOHAN D’ALMENTA/MESODIAS: "There is an alarm spell on the lock. Unless this statue is set to activate when the spell is triggered I'm not that worried about the spell. Give me a second to disable it."
 GRUNDIG: "ok" grundig looks nirvisly up keeping an eye for any danger form above
 JOHAN D’ALMENTA/MESODIAS: Johan inspects how the spell has been cast on the lock as he attempts to remove it's magical effects.
Disable Device: 1d20+17 = 31
 DUNGEON MASTER: The spell is a permament effect; however, Johan easily finds a way to bypass the spell by spreading dust over a couple of key runes.
 JOHAN D’ALMENTA/MESODIAS: Johan test the handle to open the door now the alarm spell had been removed.
If the door is secured he will use his lockpicks to unlock the door.
Disable Device (open lock): 1d20+14 = 26
 DUNGEON MASTER: The handle turns easily in Johan's hands--it does not appear to be locked.
 GRUNDIG: Solar casts mage amour upon himself. and readys his heavy cross bow taking a knee with his light cross bow beside him loaded and ready to use.
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts a Light orison on Johan's belt buckle to illuminate their way forward into the dimly lit manor.
 GRUNDIG: solar casts dancing light and once the door opens he will direct them into the room.
 GRUNDIG: grundig stands at the ready
 GRUNDIG: grundig casts bark skin apon himself
 DUNGEON MASTER: Johan opens the door. Within, the party sees a room that is crammed with cabinets full of weird, alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges.
 JOHAN D’ALMENTA/MESODIAS: Johan shivers at the sight of the room before them. "Does anyone else find this really creepy or is it just me?"
 GRUNDIG: grundig casts detect magic as he looks arround toe room
 GRUNDIG: most defenitly i just take the finger
 DUNGEON MASTER: Grundig spots no unattended sources of magic within this room.
 JOHAN D’ALMENTA/MESODIAS: Mesodias readies his heavy mace, more interested in crushing insects then studying them. He has his priorities right.
 JOHAN D’ALMENTA/MESODIAS: Johan briefly looks at the floor for any tell tale signs of raises floorboards or tripwires.
Perception check (traps): 1d20+14+3 = 24
 DUNGEON MASTER: Johan discovers no signs of any traps.
 JOHAN D’ALMENTA/MESODIAS: "Let's move in and check this room out first," says Johan as he moves forward to the opposite wall.
 GRUNDIG: grundig serches the room and cabnets

perception 1d20+14=17
 DUNGEON MASTER: Grundig confirms that there is a wide assortment of strange pickled and stuffed creatures housed within this room.
 JOHAN D’ALMENTA/MESODIAS: "I'd prefer if you didn't disturb that strange stuff unless necessary," replies Johan as he looks to Grundig.
 JOHAN D’ALMENTA/MESODIAS: He keeps an eye on him, knowing what he is like.
 GRUNDIG: grundig smiels whirly at Johan
 GRUNDIG: as he prods and poks arround the shelves
 DUNGEON MASTER: A few jars of insects seem to still be alive--lightning bugs, by the look of them.
 JOHAN D’ALMENTA/MESODIAS: "Interesting and yet I still think we should leave them in the jars for the time being."
Johan recalls what these ligntning bugs are capable of.
Knowledge (nature) check: 1d20+10 = 21
 DUNGEON MASTER: Lightning bugs emit a small glowing light from their abdomens during the night time, esspecially during the summer season. These bugs appear to be half dead due to neglect.
 GRUNDIG: grundig checks the door for traps he also listens at the door to see if there is anything moveing on the other side perception 1d20+14=32
 GRUNDIG: door to the north
 DUNGEON MASTER: Grundig discovers no traps.
 DUNGEON MASTER: Grundig hears nothing but the rush of water outside.
 GRUNDIG: "good to go no traps and i cant here anything on the other side" he trys the door
 DUNGEON MASTER: The door opens to reveal a wide chamber. This room is filled with weird-looking preserved creatures. Two elaborately carved and painted sarcophagi stand against the east and west walls. A pile of chains lies in the center of the floor.
 GRUNDIG: solar still stands at the ready with his cross bows
 GRUNDIG: grundig casts detect magic
 DUNGEON MASTER: Grundig detects the faint glow of magic from the western sarcophagus
 JOHAN D’ALMENTA/MESODIAS: Johan runs his hand through his hair, "This looks troublesome to me." He looks at both sarcophagi in turn looking before turning his attention to the chains on the floor.
 DUNGEON MASTER: Both saphogai look rather ancient and perhaps valuable.
 GRUNDIG: "theres a faint magic glow comming from the one to the left
 JOHAN D’ALMENTA/MESODIAS: "If I'm going in this room I want Mesodias, you standing on this side of the door and Shadow on the other." Johan refers to Grundig and Solar, "Both of you behind us ready for grease, just no fireballs in such close quarters."
 GRUNDIG: solar picks up his light cross bow ready to move
 GRUNDIG: grundig looks to see if he can see where the chains might have been origanly
 JOHAN D’ALMENTA/MESODIAS: Johan removes the superior lock and key from his backpack.
 GRUNDIG: peception 1d20+14=32
 DUNGEON MASTER: The chains could reasonably have come from either sarcophagi, or perhaps from one of the cabinents on the wall.
 DUNGEON MASTER: Both of the sarcophagi do show scuff marks as if they had been chained closed at sometime in the past.
 JOHAN D’ALMENTA/MESODIAS: Johan inspects the wooden floorboards to see if there are any signs of scratch marks from the sarcophagi being moved in the past.
 DUNGEON MASTER: Johan discovers no such marks on the floor.
 JOHAN D’ALMENTA/MESODIAS: Johan rushes into the room, picking up one of the chains as he goes and loops the chain around the sacophagi to the left, padlocking it shut as quickly as possible.
 DUNGEON MASTER: Johan sucessfully loops the chain around the sarcophagi and locks it shut--albeit somewhat loosely and hastily. For the moment the chain touches the sarcophagi, something stirs from within, and pushes violently against the hinged lid on the front.
 JOHAN D’ALMENTA/MESODIAS: Mesodias rushes forward into the room, collecting the last length of chain and assist Johan securing the coffin shut.
 DUNGEON MASTER: Together they suceed in wrapping a second length of chain around the sarcophagi.
 GRUNDIG: grundig moves foward into the room covering the other sarcofigi wrapping his rope arround it and tying it off with Solars help. just in case
 DUNGEON MASTER: Grundig puts a length of rope around the second sarcophagi--but what appeared to be an ancient holding place for the dead suddenly and violently comes to life as it grows long, glistening tentacles and a number of sharp teeth.

[Initiative Please]
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 14
Mesodias Intiative check: 1d20+4 = 12
 DUNGEON MASTER: Long sharp teeth slash at Grundig, inflicting 12 damage. Worse, a strong sticky substance glues Grundig to the horrible creature, limiting his movement and combat options.

[Grundig is now grappled.]
 JOHAN D’ALMENTA/MESODIAS: Johan quick draws his longsword as he rushes over to slash at the metal beast (power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 21
Damage (+1 keen longsword): 1d8+7+6PA = 16
 DUNGEON MASTER: Johan's sword strikes the creature, slicing through its horrible skin. Unfortunately, the sword also touches the sticky substance covering the creature... [DC 17 reflex save or lose the weapon.]
 JOHAN D’ALMENTA/MESODIAS: Johan Reflex save: 1d20+7 = 20
 JOHAN D’ALMENTA/MESODIAS: Johan commands Shadow to stand his guard.
 DUNGEON MASTER: Johan sucessfully wrenches the sword free of the subastance.
 DUNGEON MASTER: The sarcophagi to the left continues to rattle unsettingly.
 JOHAN D’ALMENTA/MESODIAS: Mesodias not wishing to get ensnared by the creatures touch summons a Spiritual Weapon to attack from a distance.
To Hit (spiritual weapon): 1d20+7 = 24
Damage (spiritual weapon): 1d8+2 = 6
1/7 rnds
 DUNGEON MASTER: The magical sword attacks the sarcophagi, dealing full damage.
 JOHAN D’ALMENTA/MESODIAS: Mesodias repositions himself into the centre of the room.
 GRUNDIG: solar takes a 5 ft step back and casts grees upon the creatur then moves to a safer location
 DUNGEON MASTER: The creature is immediately coated in grease--unfortunately, Grundig does not notice himself becoming any freeer.
 GRUNDIG: grundig atempts to brake the grapple cmb 1d20+4=13
 DUNGEON MASTER: Grundig does not suceed in breaking the grapple.
 DUNGEON MASTER: The toothed creature lashes out at Johan, dealing 14 points of damage.
[Johan is now grappled.]

Meanwhile, it continues to crush the life out of Grundig, dealing 9 points of damage to the ensnared gnome.

The sarcophogus on the far side of the room continues to rattle--the chains are perilously close to breaking.

Furthermore, from somewhere down below comes an awful growl, and a door slams at the bottom of the stairs.
 JOHAN D’ALMENTA/MESODIAS: Hero Point: As the creature lashes out with its tentacles, Johan ducks out of the way at the last second.
 JOHAN D’ALMENTA/MESODIAS: "Fuck you!" Johan spits the curse at the creature as it smashes into Grundig (power attack)
To Hit (+1 keen longsword): 1d20+12-2PA = 24
Damage (+1 keen longsword): 1d8+7+6PA = 17
Reflex save: 1d20+7 = 17

To Hit (+1 keen longsword): 1d20+7-2PA = 15
Damage (+1 keen longsword): 1d8+7+6PA = 15
Reflex save: 1d20+7 = 22

Johan retreats five foot after striking at the beast. "We need to retreat out of here and quickly!"
 DUNGEON MASTER: Johan's second attack misses, but the first one hits. Fortunately, Johan's skill is enough to keep from losing his weapon onto the creature's sticky skin.
 JOHAN D’ALMENTA/MESODIAS: To Hit (spiritual weapon): 1d20+7 = 19
Damage (spiritual weapon): 1d8+2 = 5
2/7 rnds
 DUNGEON MASTER: The spiritual weapon continues to deal damage to the horrid creature.
 JOHAN D’ALMENTA/MESODIAS: Mesodias casts Inflict Critical Wounds before moving over to strike to creature with his hand.
To Hit (touch attack): 1d20+5 = 25
Damage (Inflict Crit Wounds): 4d8+7 = 30
 DUNGEON MASTER: Mesodias' attack strikes the creature with full force. Holy red light engulfs the creature--it shudders and falls to the ground.

However, Grundig still remains attached to it by means of the incredibly sticky adhesive that covers its skin.
 GRUNDIG: solar trys to figer out what the creature was knowledge dungeoneering 1d20+7=18
 DUNGEON MASTER: Solar decides that this was a mimic--a nasty creature that takes the shape of other objects and traps prey by means of a sticky, irresistable, adhesive.
 GRUNDIG: grundig eyes bigin to glow red flames lick over his skin as he transforms into a fire element and trys to pry himself free cmb 1d20+4=20
 DUNGEON MASTER: The transformation is sufficient to allow grundig to free himself from the thng's sticky adhesive. The stench of burning material fills the air as the flames burn away the residue.
 *** Conference call ***
 DUNGEON MASTER: Meanwhile, the sarcophagi continues to rattle and shake. Likewise, the iron spiral staircase to the northeast of the room trembles as heavy footsteps give evidence to the fact that a very heavy creature is ascending upwards.

Presently, a horrid creature emerges at the top--a hideous faceless monstrosity crafted from body parts stitched together with thick string, wire, and metal staples. Several cat-sized winged devils flit about it, connected to it by leather and chain leashes.

It growls and prepares to attack.
 JOHAN D’ALMENTA/MESODIAS: "What the fuck is that?!" Johan doesn't wait for an answer as he slashes at the faceless horror with his magical longsword. Johan commands Shadow to attack the faceless horror.

To Hit (+1 keen longsword): 1d20+12-2PA = 19
Damage (+1 keen longsword): 1d8+7+6PA = 15

To Hit (+1 keen longsword): 1d20+7-2PA = 22
Damage (+1 keen longsword): 1d8+7+6PA = 16
 DUNGEON MASTER: The first attack misses, but the second attack strikes true. Although the longsword's damage is partially negated by the thing's spongy flesh, Johan's attack does leave its mark.
 DUNGEON MASTER: As Shadowface approaches, the golum deals a crushing attack on the wolfhound, crushing it for 21 points of damage.
 JOHAN D’ALMENTA/MESODIAS: Shadow sprints up to the hideous abomination before biting and tearing at his thigh with tooth and claw.
To Hit (bite): 1d20+10 = 24
Damage (bite): 1d8+6 = 9
Free Trip attempt with Ability Focus (trip)
CMB: 1d20+11+2 = 30
 DUNGEON MASTER: Shadow sucessfully trips the giant creature, viciously latching onto its achilles tendon and bringing it crashing down at Johan's feet. The little devils behind it chitter in surprise and terror.
 JOHAN D’ALMENTA/MESODIAS: Mesodias directs the Spiritual Weapon to attack the prone faceless beast.
To Hit (spiritual weapon): 1d20+7 = 20
Damage (spiritual weapon): 1d8+2 = 7
3/7 rnds
 DUNGEON MASTER: Although Mesodias casts his spell flawlessly, the horrible creature on the ground at Johan's feet somehow proves immune to the spiritual weapon's effects. The mystical blade simply passes through its body without harming it.
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves five foot back before summoning another Spiritual Weapon, this time directing it to attack one of the imps leashed to the beast.
 JOHAN D’ALMENTA/MESODIAS: To Hit (spiritual weapon): 1d20+7 = 26
Damage (spiritual weapon): 1d8+2 = 5
1/7 rnds
 DUNGEON MASTER: The little devils do not prove immune to the spell--a shimmering greatsword appears and shears through the little thing's flesh. It squeals and the others chirp and whimper in sudden panic.
 GRUNDIG: solar  casts enlarge person on mesodias casting time 1 round.
 GRUNDIG: grundig casts burning hands dam 5d4=13 reflex 1/2 dam dc15
 DUNGEON MASTER: Grundig's humble first level spell plays utter havoc with the beast and its minions. The creature itself, while it takes no damage, appears to have been rendered slow and sluggish due to the effect of the flames.

The little creatures, however, are decimated: four of the creatures are killed out right, causing the bloody golem obvious and terriric pain. It roars and screams as its caretakers fall.

The two that remain standing are obviously burnt and whimper and cower behind the still-prone beast.
 DUNGEON MASTER: The thing makes no attempt to stand up, but instead lashes out at grundig's flaming form. Grundig barely dodges aside as the thing's hands snap at his heels.
 JOHAN D’ALMENTA/MESODIAS: Johan impales the creature with a solid strike of his longsword as the thing rises to its feet.
To Hit (+1 keen longsword): 1d20+12-2PA+2 = 31
Confirm Critical: 1d20+12-2PA+1+2 = 22
Damage (+1 keen longsword): 2d8+14+6PA = 28
 JOHAN D’ALMENTA/MESODIAS: Shadow bites at the beast, ripping his head from side to side to tear at the things tough hide.
To Hit (bite): 1d20+10+2 = 30
Damage (bite): 1d8+6 = 11
 DUNGEON MASTER: Although the thing is not in fact rising to its feet, it is subject to Johan's attack. Both he and shadowface deal terriffic damage, causing it to roar, bellow, and beat its fists on the floor. It bleeds and flails, but it is not dead yet.
 JOHAN D’ALMENTA/MESODIAS: Mesodias directs both Spiritual Weapons to finish off the imps.
To Hit (spiritual weapon): 1d20+7 = 15
Damage (spiritual weapon): 1d8+2 = 10
4/7 rnds

To Hit (spiritual weapon): 1d20+7 = 16
Damage (spiritual weapon): 1d8+2 = 4
2/7 rnds
 JOHAN D’ALMENTA/MESODIAS: Mesodias moves five foot to be within melee range next round once the Enlarge Person spell takes effect.
 DUNGEON MASTER: Mesodias' spells deal damage to both of the bloody golem's caretakers. They shriek, yammer, and fall dead under his mystical assault. The golem itself suffers damage too as the last of his caretakers fall, and his dying bellow causes the floorboards to tremble.

Behind the party, the Sarcophagas ceases to rattle and silence reigns.

[End rounds.]
 DUNGEON MASTER: [1600 xp each.]
 JOHAN D’ALMENTA/MESODIAS: Johan breaths a sigh of relief as he rips his blade from the faceless abomination. He stands there breathing deeply for a moment as he watches the sarcophasgas behind them with a look of caustion in his eyes. "I can't believe we just took his fucker down like that. And it seems to have silenced the coffin at the other end, thank Gorum for that!"
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses a charge from the Cure Moderate Wounds wand to heal Shadow. CMW: 2d8+2 = 14
 JOHAN D’ALMENTA/MESODIAS: Mesodias converts Shield of Faith in Cure Light Wounds on Grundig to heal his wounds.
CLW: 1d8+5  = 11 hp healed
 GRUNDIG: grundig serches the room
 DUNGEON MASTER: Among the more unsavory creatures on display in this room are the tentacle of a froghemoth, a pickled intellect devourer, and a desiccated darkmantle.
 JOHAN D’ALMENTA/MESODIAS: Johan removes the beasts head from it's shoulders just to be sure before wiping his blade clean. He joins the others in searching the room for anything of value.
Perception check: 1d20+12 = 24
 GRUNDIG: grundig removes a finger from the beast
 GRUNDIG: and places it in his bag
 GRUNDIG: perception 1d20+14=33
 GRUNDIG: grundig changes back to his normal form
 DUNGEON MASTER: Grundig discovers a crumpled letter crammed in one of the shelves near the mummy. It reads:

My Dear Count, 

I have enjoyed our most recent discourse on the nature of the spontaneous creation of certain types of undead. In my many years of study on the subject, I have also attempted to discern the secrets from my own study of Osirian remains, those hulking mummies so prevalent in that desert environ. Perhaps when I travel back to the north country I will regale you with stories of my exploits in that dusty land. It has been a long time since I have enjoyed your company in person. Although I have grown greatly from the student I once was, the time I shared with you and Petros in study and event disagreement is one I shall always cherish. 

However, I digress from the purpose of this current missive. Some retainers of mine have business in Lepidstadt in the coming weeks, and I was hoping to impose upon your intellect and unique point of view. They will be carrying a rather curious Tome, and I would love to have your learned opinion of it. If it is not too much of an imposition, please expect visitors toward the end of the month. 

Regards, 
Adivion Adrissant

It is dated from about two months ago.
 GRUNDIG: grundig shows the note to solar asking if he recognises any of the names
 GRUNDIG: solar knolage local 1d20+11=30
 JOHAN D’ALMENTA/MESODIAS: Johan tries to recall any prior knowledge regarding a Adivion Adrissant.
Knowledge (local) check: 1d20+0+4 = 11
 DUNGEON MASTER: Solar is quite certain that these are all names the party has encountered before. Petros, in particular, is the first name of Professor Lorrimor--Kendra's father, and good friend to every member of the party.
 DUNGEON MASTER: Near at hand, the sarcophagus suddenly and violently rattles, as if the thing inside is testing its bounds once again; then suddenly goes quiet.
 GRUNDIG: solar gets ready with his heavy cross bow to fire at the creature in the sarcophagus
 GRUNDIG: grundig stands at the ready to cast
 JOHAN D’ALMENTA/MESODIAS: While the Spiritual Weapons still remain, Johan, Shadow and Mesodias move to surround the remaining sacophagus. Johan slips the key into the padlock and removes the chain.
 GRUNDIG: dun dun dun
 DUNGEON MASTER: The chains of the Sarcophagus slip off, and the cover bursts open.
 DUNGEON MASTER: [Dun! Dun! Dun!]
 DUNGEON MASTER: [GAME ENDS HERE]

Monday, January 21, 2013

Carrion Crown Session 52


Session 52
 DUNGEON MASTER: [GAME STARTS HERE]
 DUNGEON MASTER: The party stands on the edge of the rope bridge, while Grundig nimbly observes the features of the path ahead with his golden telescope.
 GRUNDIG: grundig makes his way caushely across the bridg whislt casting detect magic and keeping a close eye out for any sighn of troble

perception 1d20+14=22
 DUNGEON MASTER: Grundig moves forward, carefully, along the rope bridge. The thing swings to and fro in the cold breeze.
 GRUNDIG: acrobatics 1d20+2=22
 DUNGEON MASTER: Nimbly Grundig hops from gap to gap, easily avoiding the weaker boards and keeping hold of the rope guards.

He is about halfway across the gap when trouble comes from an unexpected quarter--hellish red runes light up beneath his feet and a puff of foul smelling smoke herald the activation of a devilish magical trap.

Above, Grundig can hear the beating of wings--wings stained black shear the air. The newly summoned creature's merciless eyes search for a target, and quickly light on the precariously perched gnome.
 GRUNDIG: initive 1d20+4=18
 JOHAN D’ALMENTA/MESODIAS: Johan Initiative check: 1d20+4 = 18
Mesodias Intiaitive check: 1d20+4 = 13
 SOLAR CE’NEA: SOlar iniative 1d20+7=19
 SOLAR CE’NEA: Solar casts obscuring mist around the gnome as he is worried that something is about to attack him
 SOLAR CE’NEA: redact obscuring mist
 SOLAR CE’NEA: SOlar moves to see what is going on sees the creature is concerned it is some sort of evil entity and decides to cast protection from evil on Grundig and yells to johan nad mesodius enemy in the air pull him in
 SOLAR CE’NEA: Redact protection from evil  cast and instead shoot his crosbow at it
 Heavy Crossbow
 1d20+6=25
Damage 1d10=4
 DUNGEON MASTER: The bolt strikes the creature, who disdainfully plucks it out of her shoulder.  Her skin closes up, leaving no mark of the projectile's entry.
 GRUNDIG: grundig moves along the bridg as far as he can and turns to face the attacker and takes a defencive stance.
 GRUNDIG: acrobatticks check 1d20+2=4
 GRUNDIG: reflex save 1d20+4=23
 DUNGEON MASTER: Grundig moves back along the bridge, but due to the terrible distraction at hand, his foot goes through one of the weaker planks, and he only barely suceeds at grabbing one of the ropes, where he now dangles from both hands.

He twists and sways in the wind.
 JOHAN D’ALMENTA/MESODIAS: Johan's eye go wide as an evil angel-like creature he has never seen before let alone heard of shimmers into existance above the rope bridge treatening Grundig and no doubt the party. "Shadow get back over there," says Johan as he points to the corner in the far north-east of the alchemist workshop. He then notches three +1 arrows before firing off a volley in rapid succession. (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA+1 = 19
Damage (longbow): 1d8+4+4DA+1 = 13
To Hit (longbow): 1d20+10-2DA+1 = 24
Damage (longbow): 1d8+4+4DA+1 = 17 
To Hit (longbow): 1d20+5-2DA+1 = 14
Damage (longbow): 1d8+4+4DA+1 = 17
 DUNGEON MASTER: Two of the arrows miss their mark, but one strkes good.  Although her skin once again closes up as she plucks the arrow out, a bleeding wound does remain--enough to cause her to moan in mild pain.

She nocks her bow and takes aim at Grundig.
 DUNGEON MASTER: Three arrows of pure white flame fly forth from her bow, and all three strike, dealing 11, 16, and 15 points of damage. Grundig is also exposed to 9 points of fire damage from the burning arrows.
 DUNGEON MASTER: Grunding's precarious grasp on the rope is tested as the arrows strike home.

[Acrobatics check to maintain your grasp, please.]
 GRUNDIG: acrobaticks 1d20+2=13
 *** Missed conference call. ***
 *** Conference call ***
 GRUNDIG: grundig uses a hiro point to swing out of the way of an arrow to reduce his damage
 DUNGEON MASTER: One of the arrows in fact miraculioiusly misses the gnome.
 JOHAN D’ALMENTA/MESODIAS: Mesodias sees three flaming arrows scorch across the chasm appearing in Grundig's side. He doesn't say anything, not that he could even if he wanted to, instead pulling the gnome by the rope secured at his waist with all the strength he can muster
Strength check: 1d20+5 = 19
 DUNGEON MASTER: Grundig lets go of the rope and allows Mesodias to reel him in.
 DUNGEON MASTER: Mesodias sucessfully pulls Grundig in nearly all the way off the bridge.
 SOLAR CE’NEA: Solar reaches into his bag and pulls out a tanglefoot bag.  he throws the bag at monster aiming to cover with the goo to get its wings stuck so she can't fly.  attack ranged touch attack 1d20+4=23
 DUNGEON MASTER: The tanglefoot bag neatly arcs past the winged creature, who flutters down slighty to avoid being hit.
 GRUNDIG: grundig yells out that bitch see how you fly with burnt fucking wings grundig lets loos a fire ball damage 7d6=31
 DUNGEON MASTER: A splendid fireball shoots forth from grundig's finger and impacts against the creature, engulfing both it and the far end of the bridge in flames.  The bridge is burnt and falls down into the chasm.

However, the creature appears unharmed.
 JOHAN D’ALMENTA/MESODIAS: The fireballs shockwave ripples across the area illuminating the bridge and surrounding buildings in an orange-red hue. Johan ignores the sudden wave of heat left over from Grundig's evocation as he readies another few +1 arrows before stepping back five foot for cover (manyshot & deadly aim)

To Hit (longbow): 1d20+10-2DA+1 = 21
Damage (longbow): 1d8+4+4DA+1 = 16
To Hit (longbow): 1d20+10-2DA+1 = 28
Damage (longbow): 1d8+4+4DA+1 = 12 
To Hit (longbow): 1d20+5-2DA+1 = 18
Damage (longbow): 1d8+4+4DA+1 = 15
 DUNGEON MASTER: Again, only one arrow sucessfully strikes the creature.  It does some minor damage, which occasions a wince--and then retaliation in kind. Once again, her arrows rain down on Grundig.

Two strike home, dealing 14 and 8 damage.  There is also some fire damage from the white hot arrows, but this Grundig mitigates handily.
 JOHAN D’ALMENTA/MESODIAS: Mesodias picks up Grundig by his belt and moves him five foot behind Johan (move action)
Strength check: 1d20+5 = 21
He mumbles the prayer incantations to Gorum, summoning a spiritual weapon to attack the creature (standard action). He then moves five foot to take some cover behind the wall.
To Hit (spiritual weapon): 1d20+7 = 19
Damage (spiritual weapon): 1d8+2 = 10
1/7 rnds
 JOHAN D’ALMENTA/MESODIAS: Spell Resistance check: 1d20+7 = 22
 DUNGEON MASTER: The spell takes effect on the creature; a white greatsword slices through its flesh, causing it to moan in pain.
 SOLAR CE’NEA: SOlar moves close to the door way and says everyone to the rust monsters so we can close the door behind us.  Solar then casts
Obscuring mist.

Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (d)
Saving Throw none; Spell Resistance no

DESCRIPTION
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
 GRUNDIG: grundig runs across the bridg to cover acrobaticks 1d20+2=10
 DUNGEON MASTER: Grundig slips but swiftly regains his balance.
 JOHAN D’ALMENTA/MESODIAS: "Shadow follow me carefully over the bridge."
Johan carefully picks his way across the open stone bridge into what he considers the living quarters.
Johan Reflex save: 1d20+7 = 12
Shadow Reflex save: 1d20+7 = 14
 DUNGEON MASTER: Johan slips but then thanks to his great reflexes sucessfully traverses the bridge.
 DUNGEON MASTER: There is no activity from outside the fog, except for the beating of wings and low moaning of a creature in pain.
 SOLAR CE’NEA: Solar acrobatics 1d20+5=21
 JOHAN D’ALMENTA/MESODIAS: To Hit (spiritual weapon): 1d20+7 = 18
Damage (spiritual weapon): 1d8+2 = 8
2/7 rnds
Mesodias moves across the bridge.
Acrobatics check: 1d20+1 = 16
 DUNGEON MASTER: The party sucessfully moves across the bridge and closes the door behind them.
 GRUNDIG: grundig trys to work out what the creature is knolage natur 1d20+9=23
 SOLAR CE’NEA: SOlar does a knowledge arcana check 1d20+16=19
 DUNGEON MASTER: Solar is unable to identify the creature--it surely is not an arcane creature that he is familiar with.
 DUNGEON MASTER: Grundig is also unable to identify the creature--it doesn't appear to be a part of the natural order.
 SOLAR CE’NEA: Solar suggest closing the secret door and baracading it. as well as trying to baracade the opening to the South
 JOHAN D’ALMENTA/MESODIAS: Mesodias uses a charge from the Wand of Cure Moderate Wounds: 2d8+2 = 8 hp
Cure Mod Wounds: 2d8+2 = 16 hps
Cure Mod Wounds: 2d8+2 = 13 hps
 JOHAN D’ALMENTA/MESODIAS: "Did you see that thing, whatever it is. It took a few of my arrows and didn't even hesitate. What the hell are we going to do?"
 JOHAN D’ALMENTA/MESODIAS: Mesodias and Johan will drag the table over to block the secret door in case the creature is able to follow them.
 GRUNDIG: grundig moves to the window to see if the creature has moved at all
 DUNGEON MASTER: The party barricades the door and waits.  Minutes pass... one minute passes.
 GRUNDIG: grundig moves into the room and says it just vannashed in a puff of smoke
 GRUNDIG: grundig sirches the building for some string
 SOLAR CE’NEA: Solar suggests that it is getting later in the night and he is concerned that going further into the castle at night is just pushing their luck to far
 JOHAN D’ALMENTA/MESODIAS: "I hope what you saw is true and not some trick the creature possesses," replies Johan with scepticism showing on his face.
 SOLAR CE’NEA: he suggests securing the room and sleeping here the night
 DUNGEON MASTER: Grundig discovers an extremely large amount of string in one of the storage rooms. Apparently one of Caromarc's guests was into knitting.

[2,400 xp each for surviving this encounter.]
 GRUNDIG: grundig thinks hard as to what type of birds live in this airea

knolage nature 1d20+9=24
 SOLAR CE’NEA: Once Grundig transforms Solar casts Protection from evil on him as well as a mage armour
 DUNGEON MASTER: Crows, ravens, owls, hawks, and a number of cranes and other swamp-dwelling birds live in this area.
 GRUNDIG: grundig turns himself into an owl after opening the door and casts bark skin apon himself and taks off as quietly as he can stelth 1d20+13=20 flying out the door to do a bit of recon
 DUNGEON MASTER: Grundig discovers that this building is three stories tall, including a smallish chamber at the top, akin to an attic.
 DUNGEON MASTER: The windows are stained glass, and as such quite difficult to see through; but Grundig is able to make out numerous displays and stuffed monsters on display therein.
 DUNGEON MASTER: One end of the demolished bridge clings to the cliff beneath a large building. A statue of a beautiful nymph stands next to a pair of double doors. Above the doors is a stained glass window depicting a unicorn.
 GRUNDIG: grundig checks out the statue perception 1d20+14=33
 GRUNDIG: looking for anything unusual about it
 DUNGEON MASTER: The statue appears to be made of stone.  The nymph is very beatiful and very lifelike; clearly this is the work of a skilled sculptor.

However, there is nothing unusual about it other than the craftsmanship.
 GRUNDIG: grundig lands on the window ledg and casts detect magic as he looks through the window
 DUNGEON MASTER: Grundig discovers several sources of magic in several rooms.

[I'll let you know before you enter the rooms if it's a magic source..]
 DUNGEON MASTER: The rooms grundig views are cluttered withthousands of objects, from fossils to the entire skeleton of a sea cow. Every inch of wall space and most of the f loor space is given over to boxes, cabinets, display cases, and stuffed or skeletal creatures. The windows are stained glass depicting various beasts and monsters.
 GRUNDIG: grundig flys over to the hole in the wall and picks up the largest stone he can carry flys back over and drops it on the front door step (looking for traps)
 DUNGEON MASTER: No traps are activated by the dropping stone.
 GRUNDIG: grundig flys down to the ground and listens at the door for sighns of movement

perception 1d20+14=30
 DUNGEON MASTER: Grundig hears no signs of movement; only the rushing waters below are audible from his perch.
 GRUNDIG: grundig flys back and transforms back in to his gnomeish form and tells the others what he has found
 JOHAN D’ALMENTA/MESODIAS: Johan places the cheaper bottles of wine on the handles of each door to act as an early warning system if something should try to open the doors. Johan sets five snare traps (Reflex save DC 15) at the main entry ways into the dining hall, indicated by numbers on the map. Mesodias and Johan move the table to block the passage to the south that has no doorway to create an impromptu barricade. Johan places the cheaper bottles of wine on the handles of each door to act as an early warning system if something should try to open the doors.
 SOLAR CE’NEA: SOlar puts the stone of alarm on the door leading to where they want to go in the morning (near the rust monsters).  He will pick up on his way through the door in the morning
 DUNGEON MASTER: The party heads up stairs and tucks in for the night.
 DUNGEON MASTER: [GAME ENDS HERE]