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Sic Pixie's Carrion Crown Adventure Path
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<blockquote data-quote="Sic_Pixie" data-source="post: 5873094" data-attributes="member: 52403"><p><strong>Grembor needs a doctor</strong></p><p></p><p>Kat casts a spell and climbs the wall to the roof of the building; taking out a crowbar she leavers open a vent and looks inside. Lurking inside is a roiling bank of green mist which Kat disperses with a wind spell and drops down into the building. Initial inspections reveal nothing in the room; but on a second look she spy’s a trapdoor in the floor leading downwards which she uses for it’s intended purpose and with another spell cleans out the remaining fog in the room below. Dropping down she is re-united with the rest of the party who are happy to see her.</p><p></p><p>They search the room and find nothing of much interest bar a couple of severed medusa heads which they quickly close the chest on before they animate and kill everyone; which was lucky as this is what they were going to try to do. They quickly head up the ladder with Kat carrying the wolf and then up onto the roof; from here Grembor uses the Ivory Goat Figurine of Wonderous power they discovered earlier and heads back to Lepidstadt to try to get the disease removed as no-one in the party has the capability or the power to remove it and leaving it will likely kill him. The rest of the party climb down from the roof and head back into the mansion to avail themselves on the kitchen and wine cellar; Kat especially takes a fancy to some wine and takes a couple of bottles with her to her room and locks the door behind herself. Pringle and Sayuri sit up and discuss the days leading up to this and their current circumstances; they are under the impression that they are out matched by the creatures they are discovering here. They will have to fight smarter to overcome the difficulties if they will survive at all. </p><p></p><p>Grembor on the other hand makes it to Lepidstadt in a little less than 3 hours on the flying nightmare figurine; being a less than obvious person he lands the flying flaming goat outside the temple of Pharasma and walks in. This does have the added incentive of causing the priests to take notice and attend to the obviously powerful adventurer as they always have money. Grembor is soon healed but his attention is drawn to the wanted notice on the wall which looks suspiciously like him. Apparently arson, bodily harm and being a public nuisance are serious offenses round here; in a little more than an hour he is healed and has picked up some extra healing; mounting his faithful goat he rides back to Schloss Caromarc and arrives roughly 7 hours after leaving. Walking into the mansion he finds Pringle and Sayuri sleeping in their respective beds and Kat is locked in her room somewhat worse for wear due to the wine she has consumed.</p><p></p><p>Waking everyone up they sit around and discuss; they have the services of the flying goat for another 4 hours or so. With which they can avoid the difficult and treacherous climb to the laboratory and be instead knocking on the doors to the lab in no time. The party agrees; Kat slur’s something which they take for agreement and the goat who does not get an opinion in the matter takes them one at a time to the door leading into the top level building.</p><p></p><p><em>DM Note: The next session’s may make or break the party; unfortunately there is no good front line fighter as all the members of the group seem to be either skirmishers or casters. Pringle is an unofficial cohort so a couple of levels lower; good spell selections but limited in power; Grembor has decent hp’s but a poor AC and his penchant for rolling natural 1’s is an unsolvable problem. Kat can deal out some good damage with her swords but she is ridiculously easy to hit and her good hp’s soon drop into the negatives in a prolonged fight. Sayuri has acceptable hp’s and a good AC but she does not do much damage; in a toe to toe fight she is often quickly outmatched if they can hit her. Otherwise it’s shooting fish in a barrel as lower level chattel are quickly overcome; she can stand at the back and fire off spells and summon lots of monsters and this may indeed be the saving grace of the party. Unfortunately the thoughts of the party have mainly been running in and hitting things which is the main reason Kat and Grembor have been hitting the floor regularly; that and going off on their own and getting into fights with things too powerful for them. The final combat may indeed surprise me but my professional opinion is that one or more of the party will meet a sticky end in the next session or two. (This in not wishful thinking btw; I am a slave to the dice)</em></p></blockquote><p></p>
[QUOTE="Sic_Pixie, post: 5873094, member: 52403"] [b]Grembor needs a doctor[/b] Kat casts a spell and climbs the wall to the roof of the building; taking out a crowbar she leavers open a vent and looks inside. Lurking inside is a roiling bank of green mist which Kat disperses with a wind spell and drops down into the building. Initial inspections reveal nothing in the room; but on a second look she spy’s a trapdoor in the floor leading downwards which she uses for it’s intended purpose and with another spell cleans out the remaining fog in the room below. Dropping down she is re-united with the rest of the party who are happy to see her. They search the room and find nothing of much interest bar a couple of severed medusa heads which they quickly close the chest on before they animate and kill everyone; which was lucky as this is what they were going to try to do. They quickly head up the ladder with Kat carrying the wolf and then up onto the roof; from here Grembor uses the Ivory Goat Figurine of Wonderous power they discovered earlier and heads back to Lepidstadt to try to get the disease removed as no-one in the party has the capability or the power to remove it and leaving it will likely kill him. The rest of the party climb down from the roof and head back into the mansion to avail themselves on the kitchen and wine cellar; Kat especially takes a fancy to some wine and takes a couple of bottles with her to her room and locks the door behind herself. Pringle and Sayuri sit up and discuss the days leading up to this and their current circumstances; they are under the impression that they are out matched by the creatures they are discovering here. They will have to fight smarter to overcome the difficulties if they will survive at all. Grembor on the other hand makes it to Lepidstadt in a little less than 3 hours on the flying nightmare figurine; being a less than obvious person he lands the flying flaming goat outside the temple of Pharasma and walks in. This does have the added incentive of causing the priests to take notice and attend to the obviously powerful adventurer as they always have money. Grembor is soon healed but his attention is drawn to the wanted notice on the wall which looks suspiciously like him. Apparently arson, bodily harm and being a public nuisance are serious offenses round here; in a little more than an hour he is healed and has picked up some extra healing; mounting his faithful goat he rides back to Schloss Caromarc and arrives roughly 7 hours after leaving. Walking into the mansion he finds Pringle and Sayuri sleeping in their respective beds and Kat is locked in her room somewhat worse for wear due to the wine she has consumed. Waking everyone up they sit around and discuss; they have the services of the flying goat for another 4 hours or so. With which they can avoid the difficult and treacherous climb to the laboratory and be instead knocking on the doors to the lab in no time. The party agrees; Kat slur’s something which they take for agreement and the goat who does not get an opinion in the matter takes them one at a time to the door leading into the top level building. [I]DM Note: The next session’s may make or break the party; unfortunately there is no good front line fighter as all the members of the group seem to be either skirmishers or casters. Pringle is an unofficial cohort so a couple of levels lower; good spell selections but limited in power; Grembor has decent hp’s but a poor AC and his penchant for rolling natural 1’s is an unsolvable problem. Kat can deal out some good damage with her swords but she is ridiculously easy to hit and her good hp’s soon drop into the negatives in a prolonged fight. Sayuri has acceptable hp’s and a good AC but she does not do much damage; in a toe to toe fight she is often quickly outmatched if they can hit her. Otherwise it’s shooting fish in a barrel as lower level chattel are quickly overcome; she can stand at the back and fire off spells and summon lots of monsters and this may indeed be the saving grace of the party. Unfortunately the thoughts of the party have mainly been running in and hitting things which is the main reason Kat and Grembor have been hitting the floor regularly; that and going off on their own and getting into fights with things too powerful for them. The final combat may indeed surprise me but my professional opinion is that one or more of the party will meet a sticky end in the next session or two. (This in not wishful thinking btw; I am a slave to the dice)[/I] [/QUOTE]
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