Rise of the Runelords

Game Master Upaynao

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|Ruins |WBGoblins|RotRL| Emerald Spire|

Honestly, I cannot find any hard rules about flanking a tiny creature.. only one hell of a debate about whether they can do the flanking, so I am going to go ahead and rule that yes, flanking can occur.

Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Daelric manages to knock a wicked gash across the creatures chest.

I dub thee.. King of the AOO's!

"Bold May Post"
Thing- 18 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~
Volkar~ 8 dmg, -1 Dex


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Knowing that he is unlikely to be able to hit the winged creature, let alone harm it, Andrezi decides doing his best to keep the two dwarves on their feet is the most prudent option.

Pull scroll of CLW, Cast it on Volkar

CLW Scroll: 1d8 + 1 ⇒ (5) + 1 = 6


|Ruins |WBGoblins|RotRL| Emerald Spire|

Andrezi pulls a scroll out and tries to keep his team on their feet. Volkars new wounds heal over and the dwarf feels rejuvenated as the holy powers wash away his wounds yet again.

Turning her head, the flying thing hawks a large mass of sludge out of her lungs and spits it at Daelric. "Damn you! Lamashtu will eat your soul!" she cries as her loogie hits the dwarf square in the face.

Hideous Spittle: 1d20 + 11 ⇒ (19) + 11 = 30
DC 12 fort save vs poison or be nauseated for Rounds: 1d4 ⇒ 4

"Bold May Post"
Thing- 18 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~ Fort save
Volkar~ 2 dmg, -1 Dex


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

With his companions in decent shape for the moment, Andrezi points at Daelric granting him a bit of luck.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. I can do so at 30 ft range courtesy of Caravan Bond.


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Feeling better as I was able to wound the creature again I offer another prayer to Kols, once my blade has transformed into the emerald blade I swing at the creature again, hoping to hit it again.

War-Axe Attack: 1d20 + 4 + 1 + 2 + 1 ⇒ (19) + 4 + 1 + 2 + 1 = 27
War-Axe Attack: 1d20 + 4 + 1 + 2 + 1 ⇒ (13) + 4 + 1 + 2 + 1 = 21
War-Axe Damage: 1d10 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

My blade connects and I smile, "Lamashtu will eat my soul you say, but I think you will not be alive to witness it."

Fortitude Save: 1d20 + 10 ⇒ (8) + 10 = 18

Used my final Stone-Strike. Almost forgot my Fortitude save too.

Magic Weapon Round : 7 / 10


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Volkar smiled as the energy coursed through his body and swung his axe that spitting, screetching beastie.

Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
damage: 1d8 + 1 ⇒ (6) + 1 = 7

"Will you be still so I can hit you right square," the frustration in his voice was evident as his axe missed the creature.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Kiera rushes the creature again and tries to help distract it enough for Daelric to land another blow.

Aid another: 1d20 ⇒ 13

+2 on Daelric's next attack.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Its a good thing Andrezi casts his Bit o Luck charm.. as with its help, Daelric lands another solid blow on the creature, shaking off her vile glob of spit.

Volkar keeps trying to attack, but continues to miss. Don't forget that you are currently flanking!

Keira now rushes into the battle, doing her best to distract the beastie and help Daelric land more solid blows.

The thing darts away from Volkar, and once again persues the source of her pain! Her first claw strikes harmlessly off of his armour, but the second finds a seam and breaks through, scoring a scratch along the dwarfs arm.
AOO for both Volkar and Daelric

Claw 1: 1d20 + 11 ⇒ (5) + 11 = 16
Claw 2: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 Min 1
[ooc]DC 14 fort save or Dex dmg: 1d4 ⇒ 4

"Bold May Post"
Thing- 19 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~ 1 dmg/ Fort save/ AOO
Volkar~ 2 dmg, -1 Dex/ AOO


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

AOO:
1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 111d8 + 1 ⇒ (4) + 1 = 5

As the thing flittered and focused its attacks on Daelric, Volkar swung his axe and missed as thing fluttered past him.

"I am really wanting to end this little game with you," Volkar shouted and twisted his axe into another slash at the creature.

attack:
1d20 + 3 + 1 + 2 ⇒ (17) + 3 + 1 + 2 = 231d8 + 1 ⇒ (3) + 1 = 4


|Ruins |WBGoblins|RotRL| Emerald Spire|

Volkar misses as he swipes wildly at the creature moving towards Daelric, but just manages to connect as it attacks his friend. Unfortunately, he ax doesn't seem to do any damage..
The damage did not beat DR

"Bold May Post"
Thing- 19 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~ 1 dmg/ Fort save/ AOO
Volkar~ 2 dmg, -1 Dex


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Attack of Opportunity: 1d20 + 4 + 1 + 2 + 2 + 1 ⇒ (4) + 4 + 1 + 2 + 2 + 1 = 14 (Base, Magic Weapon, Flanking, Assist, Stone-Strike)
Attack of Opportunity: 1d20 + 4 + 1 + 2 + 2 + 1 ⇒ (11) + 4 + 1 + 2 + 2 + 1 = 21 (Bit of Luck)
Damage: 1d10 + 2 + 1 + 1 ⇒ (9) + 2 + 1 + 1 = 13

Fortitude Save: 1d20 + 10 ⇒ (1) + 10 = 11
Fortitude Save: 1d20 + 10 ⇒ (12) + 10 = 22 (Bit of Luck}

Glad to have the things attention again, I grin at it, "That's it, come on!" I yet again bring my axe up, hoping to finish this soon.

War-Axe Attack: 1d20 + 4 + 1 + 2 ⇒ (17) + 4 + 1 + 2 = 24
Damage: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Really luck that the Bit of Luck lasts a whole round, means it got some excellent use in the creatures turn! Thanks Andrezi! Also thanks Kiera for the assist. DM did you forget my DR 1 / Adamantine again?

Magic Weapon Round : 8 / 10


|Ruins |WBGoblins|RotRL| Emerald Spire|

Yes, Yes I did. I am sorry.. fixed now.
Unfortunately, Daelrics Bit o Luck didn't help him this time, as the beast flits just under a massive swing of his ax.

Resetting his feet, Daelric manages to connect with it on his next pass, though, drawing just a bit more blood.

"Bold May Post"
Thing- 20 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~
Volkar~ 2 dmg, -1 Dex


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

With most of the party as healthy as can be expected and seeing Daelric being the only one having much success, Andrezi grants him a bit of luck again.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Aid Another: 1d20 ⇒ 5

Kiera pursues and continues trying to harry the creature, though without much success.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Andrezi grants Daelric a Bit o Luck again, while Kiera keeps trying to intervene and distract their foe.

Lil' beastie darts back in at Daelric, infuriated at her lack of success in bringing down this foe.. her first claw strikes off of armour, but the second sinks deep. Luckily, Daelric just manages to turn to the side, and the little scrape cant even break skin.
Claw 1: 1d20 + 11 ⇒ (3) + 11 = 14
Claw 2: 1d20 + 11 ⇒ (20) + 11 = 31
Confirm Crit: 1d20 + 11 ⇒ (7) + 11 = 18

Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Another fort save vs poison DC 14, please. Dex Dmg: 1d4 ⇒ 4

"Bold May Post"
Thing- 18 dmg
Andrezi~
Kiera~ -2 Dex
Daelric~
Volkar~ 2 dmg, -1 Dex


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I smile again as the creature attacks me, but I am able to shrug off all of the damage. Unfortunately I know this is taking too long and the fact that everyone is trying their best to assist me means they are out of spells that will work. I try to hit the creature quickly trying to be a bit random in the attack so that the creature won't be able to dodge it as easily.

Targets, 1-2 = Head, 3-4 = Wings, 5-6 = Body, 7-8 = Legs, 9-10 = Tail: 1d10 ⇒ 4

I bring my axe down and suddenly swerve towards the creatures wings, but just as I am about to connect Kiera knocks me slightly while trying to distract the creature again. "Maybe the random factor isn't a good idea if it throws my team off too."

War-Axe Attack: 1d20 + 4 + 1 + 2 - 2 ⇒ (15) + 4 + 1 + 2 - 2 = 20 (Base, Magic Weapon, Flanking, Penalty due to Assist failure.)
War-Axe Attack: 1d20 + 4 + 1 + 2 - 2 ⇒ (18) + 4 + 1 + 2 - 2 = 23 (Bit of Luck)
War-Axe Damage: 1d10 + 2 + 1 ⇒ (10) + 2 + 1 = 13

Fortitude Save: 1d20 + 10 ⇒ (11) + 10 = 21
Fortitude Save: 1d20 + 10 ⇒ (2) + 10 = 12 (Bit of Luck)

Magic Weapon Round : 9 / 10

I thought I would try to confuse the creature a bit, I know it doesn't do anything in game with the mechanics, but figured that is what Daelric would try to do. If Kiera's assist hadn't failed I would probably have done it each round from now on.


|Ruins |WBGoblins|RotRL| Emerald Spire|

With a little help from fate and a lot of help from Andrezi and his companions, Daelric ends the creature with a devastating blow to the head. It falls to the ground and twitches a few times before finally becoming still....

"OUt of Combat"


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I sink to my knees, with my arms down at my sides and let out a huge sigh of relief, "Finally! I was starting to fear that she would never go down! At least my goading helped to stop any of you being hurt as much."


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Kiera pants and shivers slightly. Then she says "Oh!" and rushes over to the pool where she disarmed the creature in order to fish out the magical dagger.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Volkar dropped his axe and stepped back from the pool and the body of the creature. "Well now, how can something so small be so nasty and then some. What the heck was that thing, anyway?"

He looked about and realized that there were another set of doors in the room. He turned and walked towards one, axe at the ready and opened it.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Knowledge (Planes): 1d20 + 5 ⇒ (5) + 5 = 10

"I have no idea what that vile little beast was. I'm just glad it's dead now. Is everyone alright?"


|Ruins |WBGoblins|RotRL| Emerald Spire|

Keira:
The dagger is a +1 returning dagger

Keira moves to fish out the dagger that helped to cause so much harm, while Volkar moves to the side doors, carefully checking them in turn. He finds nothing more than the moldering ancient remains of decorations and supplies used in the rites and rituals performed in this chamber.

Just a suggestion, but by now it would about be evening. It may be possible to rest up here after an entire day of battle and exploration..


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

"Some kind of minor devil. Maybe summoned by someone, maybe a former familiar," says Kiera.

Knowledge roll was upthread!

Was the dagger sized for a small or tiny creature? Or is it sized for a medium creature?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ahha! good catch. Text doesn't stipulate its size, so I say go for it!


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

When Volkar found nothing else of interest in the room, he wandered back and joined the party. "Do we want to keep going?" The tone of his voice betrayed his lack of interest for that option.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Also, my bad, a demon, not a devil, I think.

"I don't... feel very good," says Kiera. "How pressed are we for time?"


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I look up at everyone else, "I would prefer to carry on exploring and clearing out the building, personally. The sooner it is done, the sooner the town is safe, but I also know that it is getting quite late."


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

"Between Kiera not feeling particularly well and the fact that I have exhausted anyway I have to heal, outside of purchased scrolls and potions, I think we should report our findings and come back in the morning."


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

[b] Could we bar the door and use this as resting point?[b] Volkar looked about a bit nervously.


|Ruins |WBGoblins|RotRL| Emerald Spire|

That is an option. You can also go back to the glassworks, or go all the way back to town.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

"Daelric, What are your thoughts? Do we stay here, rest and cover the room in shifts, then head out when we are all rested?" Volkar waived about the room. "I think we could defend this room rather easily. What say you"


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I look around the room, my eyes lingering on the pool of blooded water, "I think it would be more practical to secure this room and stay here if we are to rest. I can take most of the watch, I do not feel as exhausted as everyone looks."

Basically, the only thing I would regain are my uses of Stone-Strike, so no need to rest for me.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Volkar looked about the room, shrugged, and said, "Ok, stay here it is. But, Daelric if that nasty thing was any indication of what is down here with us, we need all of us rested. How about splitting the watch between the two of us?"

Volkar continued to walk about the room examining the stone work that built the larger chamber.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Gm: 1d100 ⇒ 50
25 and below will give a random encounter

The party barricades the door and settles in for a night in the dungeon. It has been a long day, filled with many wounds and full of hard fights. You divide the watches and settle in after a dinner of trail rations, eventually falling asleep. You wake the next morning with the watch reporting nothing unusual. Gearing up, you decide your next move...

Ok.. basically only one way to go from here, so lets get to it!

Retracing your steps back, you follow the hallway north, away from the shrines that were so heavily guarded yesterday. A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal and ivory ranseur. There is a closed door to your north, and a long stairway up to your right that leads to another closed door.

K. History DC 25:
The statue depicts Runelord Alaznist, an ancient runelord of Thassalon, whose domain was Wrath.

Perception DC 20:
Upon close examination, it seems that the ranseur held by the statue was forged separately, and may come lose with enough effort.


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Spoiler:
dice rolls history then perception 1d20 + 3 ⇒ (5) + 3 = 81d20 + 6 ⇒ (9) + 6 = 15

Volkar stretched and felt rested after a decent sleep, inspite of the setting of the place. As they moved through the carved hallways, they came upon a beautifully carved red marble statute of exquisite woman but for her face. It was twisted in rage. He spent some time examining the carving and marveling at the expertise spent to render the statute. Seeing the weapon in the statute's hand, his curiosity got the better of him and he tried moving it to see if it was something the party could take on their way out.


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

Kiera seems to sleep quite well.

Any healers wanna do long-term care to help me heal my ability damage faster?

In the "morning" she is up and studying her book while combing out her unruly hair, then she washes her face with a bit of water from her waterskin and one of her kerchiefs. She re-wraps her scarf around her neck and munches absent-mindedly on dried fruit.

She seems happy and bouncy as soon as the group is up and moving. "Let's go! Let's go!" she says eagerly. "There's more to see!"

When the group encounters the statue...

Knowledge (history): 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

She regards the statue with awe and says, "This... is a depiction of one of the ancient Thassilonian runelords! The runelord of wrath, holding the Sihedron star! Why... Sandpoint must be built over the ruins of some outpost from their ancient times! This is an amazing find!"

She scrutinizes the statue with a critical eye, then says, "The pole arm here is a separate piece. I think it could maybe be removed?"


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

"So, how did anyone find this I wonder?" Volkar responded as he was touching the weapon. "Remove it? Sure I can try." Volkar tried shifting the pole arm as Kiera looked on.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

I suppose I can try and help you out with that, Kiera.

Heal (Provide Long Term Care DC 15): 1d20 + 9 ⇒ (18) + 9 = 27

"Thassilonian Runelords? They are just a myth, right?"

Harrow Card Suit for the Day - Harrowed Feat: 1d6 ⇒ 1 Strength


Female Human Wizard (Exploiter) 8 | HP 54/54 | AC 13 T 13 FF 11 | Fort +4 Ref +5 Will +7 | Initiative +2 | Perception +10 | Arcane Reservoir: 7/11 | Pearls of Power: 1st—1/1 2nd—1/1

"Far from it! The empire of the Runelords fell into disarray and was destroyed long ago, but there are still bits and pieces of their history scattered about," Kiera says breathlessly. "I learned to read their old language, Thassilonian, to better be able to study and understand their history. They practiced a specialized form of magic dealing with runes that connected with various cardinal behavioral observances - the title 'runelord of wrath' is not just an honorific; 'wrath' was somehow connected with the actual magic of this runelord. And I think this is a bit of evidence that, in spite of their empire's collapse, they built to last!"

She lets out a breath and realizes that she's been babbling slightly, so she adjusts her scarf and her head wrap and says, "Um, anyway, not a myth, but sometimes hard to tell the myths from the real history."


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Just in case Andrezi providing the Long-Term Care stops him from resting and getting his spells back, I will also do a Heal roll. if Andrezi is fine, then I shall use it on the next person who requires it.

Heal: 1d20 + 8 ⇒ (17) + 8 = 25

I look up at the statue, "So ... these Runelords are important then?"


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Volkar stopped as Kiera talked and listened to what she explained. "So, Kiera, this is a carving of one of those Rune Lords? Did she have a name? And, if she was wrath, what were the others?"


|Ruins |WBGoblins|RotRL| Emerald Spire|

Andrezi and Daelric spend the night tending to the other two members of the party, allowing everyone to wake refreshed and invigorated. Sounds good to me. You both rolled high enough I am comfortable allowing yall to split the shift, so neither one of you is fatigued.

As the party examines the statue, Kiera shares some of her vast knowledge. She also points out to Volkar that the ranseur may be removed, and helps him figure it out. Sliding the piece free from the grasp of the statue, Volkar realizes that the weapon he is holding, although a work of art, is a very functional weapon. Masterwork Ranseur stats per core equipment list

The party discusses the origins of the Runelords, and Kiera shares what she knows of the empire of Thassilon.

History lesson:
The early empire was not founded by the runelords who later grew to dominate it, but rather by the First King Xin, who was honored in the names of the empire’s seven capital cities. More than 11,000 years ago, Xin established lawful orders of knighthood and wizardry, endowed monastic traditions, and devoted donations of the kingdom’s wealth to charity and the end of hunger. Yet, more than a benevolent ruler, Xin was a visionary. In seeking to create a paradise of civilization within the span of his own lifetime, he called out to beings from beyond reality and bargained with ancient dragons. These mysterious accords granted Xin an understanding of rune magic—said by some to be the written language of creation—and brought the worship of the mysterious goddess Lissala to Thassilon. Inscribing his orders, contracts, and writs with these symbols of power, he regulated trade, established justice, and arranged his ever-growing lands into seven great domains with an efficiency inspired by magical aid and compulsion. Xin’s just, magic-suffused decrees became known as the Rune Law, and brought about incredible works, empowered the servants of the domain, and compelled the creation of wonders, all of which motivated Thassilon’s swift ascendance in power and influence. This was called the Celestial Age of the Empire.

Xin outlived his creation in some ways. Unable to keep track of all his swiftly growing empire’s provinces, taxes, armies, and subjects, he appointed governors, favoring arcanists for their knowledge and the ease with which they could be bribed with insights into rune magic. The greatest of these magistrates were the seven runelords, powerful wizards who showed especial skill and passion for the use of runes and the imperial arcana, which would later be known as sin magic. Yet, as these wizards’ powers increased, they grew discontent with servitude and living at the whim of the First King. In secret, they forged their own pacts with mysterious extraplanar powers, covetous dragons, and the devious aboleths. From these bargains, the first rune giants were born, 40-foot-tall paragons of strength and obedience that could in turn control the other giant races. With these armies of giant slaves the runelords erected not just roads and walls, but immense monoliths and statues in honor of—at first—the empire, but later, their own images. Over time, the emperor’s generals, advisors, and runelords saw that Old Xin (as he was called in his dotage) could not maintain his mastery of the realm or his potent magics. After ruling 110 years, Xin’s magic consumed him in a conflagration of scarlet flames that destroyed much of the imperial palace, and left no remains of the First King. Careless of their emperor’s mysterious end, the runelords seized their domains for themselves, subjugating Xin’s most powerful generals and viziers and leaving his eldest son a puppet emperor in the city of Xin—a small mountain prison where he could be controlled. The runelords themselves turned to greater plans, furthering their own control of the runes in hopes of subjugating their peers. Each meant to claim the empire for himself, master the runes as Xin had, and reap the wealth of the nation to fuel magics beyond any the First King had ever imagined.

At its height, the Empire of Thassilon covered an area more than a thousand miles wide, from the oceans to soaring mountains, over deserts and along rivers—a region vast in scope and natural riches. This empire’s figureheads were the sons and daughters of Xin, but they were almost powerless. In practice, Thassilon was ruled by the seven powerful runelords, maniacal arcanists who used magic to fuel their own decadence. It’s unclear from records whether the same seven extended their lives over hundreds of years or their apprentices took their names and titles upon their masters’ deaths.

These Runelords served the sins of Envy, Sloth, Lust, Wrath, Pride, Gluttony, and Greed.

Where to now? North or East?


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Whilst we are receiving the lesson on the rise of the runelords and fall of the first king, I look around. Upon noticing that the room to the north seems to lead into a room that a parallel tunnel leads into I figure that would be the safest bet. Once the lesson is over, I point north, "Interesting story, I think I fall into 2 of those sins myself ... maybe that means I will develop magical powers? Either way I think we should head north, the tunnel we originally came in also lead this way and I think the room may have two entrances, if that is true we do not wish to be flanked if we ignore it."


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

"So up there, that way then, we can come back and head into the other tunnels?" Volkar started to turn towards the passage that seemed to have stairs beyond it. When he heard Daelric's footsteps go another direction, he turned and realized that Daelric was heading to a door on the other side. "Oh, oh, so we leave this hall for later then? So be it."

Volkar walked up behind his fellow dwarf and unholstered his ax.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Andrezi nods and falls in line behind the two dwarves.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Daelric leads the way north, followed by the rest of the group. He opens the door to reveal a large chamber was obviously once a prison, as testified by the nearly two dozen cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east. Looking around the room, skeletons lie in many of the cells, desiccated and starved remains a testament to the cruelty of the ancient prison guards. Although the walkway under your feet looks rickety, it is actually quite stable as the group moves within the room. To the east, your wary eyes are drawn to two more of the unknown creatures that you have been fighting. The snarl and bite at each other, fighting over the scraps of a skeleton, before turning their wide mouths and sharp teeth your way..

DC 12 K. Dungeoneering:
These creatures are Sinspawn. More info based upon roll.

Initiative:
Andrezi Zeldana Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Kiera Videns Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Volkar Glanral Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Daelric Morieth Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Creatures Initiative: 1d20 ⇒ 19

Bold May Post
Volkar
Creatures
~Red
~Blue
Andrezi
Daelric
Kiera


M Dwarf H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Volkar stepped on the the platform and realized that this was a place that he did not want to spend a lot of time in at all. Skeltons, cells, and such do not make for a good morning, he thought to himself. Then he heard the sound, the fighting and odd, hideous sounds of snarls. He pushed his head past the stone corner, crowding in on Daelric and sees two of the creatures like the large nasty one they saw earlier.

He pushed pass the paladin, switched his ax to his left hand, grabbed the last primed cask that he had with him and tossed it at the two nasty things.

Spoiler:
1d20 + 0 ⇒ (4) + 0 = 41d6 + 3 ⇒ (6) + 3 = 91d6 ⇒ 1 Toss against the AC 5; damage from the explosion; then fire damage for first round, then each subsequent round until put out.

BUT of course he missed...FRIG...so, 1d8 ⇒ 8 WHEW...so went to the right of my targeted spot and marked on the map with the spiky circle. 10 radius...so Daelric the good news is that it missed us. ;-)

For Splash: Reflex save 1/2 Dam DC = 14)
THAT IS THE LAST OF THOSE I HAVE


|Ruins |WBGoblins|RotRL| Emerald Spire|

Volkar:
Re: "grabbed the last primed cask that he had with him"
Per the PRD, every day you get new bombs. We can flavor it up however you like, but the meat and potatoes of it is this: Bomb (Su): blah blah blah.. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. emphasis mine. Per earlier convo, we can rp the purchase of supplies etc, but I also don't want to make that a mandatory every day thing and thereby restrict a major function of your class. So.. long story short, its a new day.. blow some stuff up!

Volkar grabs his cask and sends it down at the waiting creatures to land square in their midst. +1 for higher ground The bomb explodes in an epic fashion, lighting both of the creatures on fire.

Red Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Blue Reflex: 1d20 + 2 ⇒ (1) + 2 = 3

The creatures fall to the ground and attempt to extinguish the blazes.
Red: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Blue: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
They roll around, swatting at themselves and tamping out the blaze..

Bold May Post
Volkar
Creatures
~Red~ 10 dmg/ prone
~Blue~ 10 dmg/ prone
Andrezi
Daelric
Kiera


Male Dwarf Paladin (Stone-Lord) 4 HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

I shake my head as I see all the skeletons and cells surrounding the room, then I spot the 2 monsters and let out a sigh. "It would have been nice if we had come across no more fights whilst down here, but here we go." With that I move down the steps and move to the side, so that Volkar is able to stand beside me if he wishes to fight. I then raise my axe and bring it down onto the prone figure in front of me.

War-Axe Attack: 1d20 + 4 + 4 ⇒ (14) + 4 + 4 = 22 (4 Base, 4 for prone opponent)
War-Axe Damage: 1d10 + 2 ⇒ (7) + 2 = 9

My axe connects with a sickening crunch as both flesh and bone are ripped apart.

I am attacking the Red opponent. Luckily standing here means if they stand they both Provoke Attack of Opportunities. Unfortunately, I can only get one of them.


Male Varisan Human Cleric (Varisian Pilgrim) of Desna 5 | HP 36/36 | AC 18 T 13 FF 15 | Fort+6 Ref +5 Will +9 (+10) | Initiative +3 | Perception +4 | Channel Energy 2/7 | Bit of Luck 7/7 | Agile Feet 7/7

Watching Volkar and Daelric capably handle the situation, Andrezi decides his best option is to reach out via caravan bond to grant Volkar a bit of luck.

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