Rise of the Runelords AE by DM DoctorEvil

Game Master DM DoctorEvil

Chapter 1:Burnt Offerings Part 3: Glass and Wrath

Catacombs Map

Loot Tracker

Map of Sandpoint


951 to 988 of 988 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

HP: 62 (62) | AC: 19/23; T: 15; FF: 16/20 | Saves: Fort: +7; Ref: +7; Will: +8 | CMB: +10; CMD: 24 | Init: +4 Spell Slots: (4) / 6 (6) / 5 (5) / 3 (3) / 2 (2) | Arcane Reservoir: 15 (15)

Claudia will use her magic to see if this is an actual wall, or the creation of magic. She will also scan the tunnel, in case something was missed.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur looks at the wall and frowns. He then turns to the group "Ok, let's all look and see if there is a hidden door here somewhere and see if we can continue. If we find nothing we can head back to the side tunnel."

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


The wall seems real enough. No magic is detected by the sorceress' divination.

Also, Lazur cannot find anything to indicate this is anything but a wall. In his investigator's opinion, this is a dead end, though that does strike him as a little odd.

Any other thoughts here before going back to the side tunnel?


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Taah looks at the wall, and asks Lazur after a few seconds of thinking

Can you tell if the wall is recent or not, and, I Don't know how to put it, from which side it was build?


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Aviel had no expertise in engineering or mining, but the fact that the tunnel led so far to simply end in a blank wall was suspicious enough. She opened her visor to get a better look at the wall.

perception: 1d20 + 2 ⇒ (15) + 2 = 17

"I am convinced that there is something here, one doesn't just build a tunnel that leads nowhere." She stood back and glowered at the wall for a moment "Unless anyone else has an idea how to find this door, if there is one, we can head back and investigate the other passage." Aviel turns around "We can come back later with the appropriate tools and use a little brute force to find out where the tunnel leads if need be."

If there are no objections, Aviel lowers her visor and heads back up the tunnel.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur nods to Aviel, "I agree there must be something here but we just arn't seeing it. Rather than wasting time let's go back and check that side tunnel."


The underground delvers are disappointed about the dead end but cannot find any way to proceed. Making a note to return, they head back to the only real junction they found, and head the other way.

After a short distance down the new tunnel, the passage branches once again. The passage to the left continues on into the gloom, but the passage to right was once bricked over. Now the bricks lie scattered, knocked inwards it seems, the way you are heading. Other than the ruined brick wall, the passages seem identical.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur looks at the once blocked passage "Now this looks promising. Shall we head down here."


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Aviel looked down the dark passage. "I am curious, Ameiko's father must have known about what was down here when he had the glassworks constructed. He went through the effort of walling them off."

She straightened up and readjusted her shield "In any case I agree, this path holds promise. Let's proceed with caution."

Aviel carefully stepped over the broken wall and slowly headed down the new passage.


Taking the formerly bricked up passage, the heroes head west for about 50; and then the tunnel takes a gradual turn to the north. The stonework here is obviously tunneled, but very rough, not smooth or finished in anyway. From time to time, irregularities on the walls or floor trip you up slightly or result in some minor abrasions or irritations. The passage is about 10 ft wide but alternates in width between 8-15'. The ceiling is just over 6' and adds to the closed in feeling of the dark passageway.

Right at the bend where the passage starts to head north, a side opening (the first you've seen) is apparent. It appears that 10-15' past the first opening, another side tunnel appears. Of course, the main shaft continues to the north as well.

There is a map for this section. I will attach a link for it at top margin.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Looking down the hallway Lazur asks "Shall I scout ahead a little and see what I can see?"


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Please do, but be cautious


The group's newcomer creeps off towards the side tunnels. As he steps away from the rest of the group, his keen senses sharpen. Looking at the first side passage, he can see it actually widens into a bigger cavern of some kind.

Between his own footfalls and the jingling and clanging of the others, Lazur fails to hear something important.

Just as he turns to make a motion to the others, something horrible leaps from the room and sets to attack him.

Remember that it is pitch dark in these tunnels, so even scouting ahead will require a light source of some kind, and make moving unseen nearly impossible. What illumination source does Lazur have?

The party, including Lazur, is flat-footed in the Surprise Round.

GM Screen:

Lazur Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Spawn Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Sinspawn: 1d20 + 5 ⇒ (13) + 5 = 18
Taah: 1d20 + 1 ⇒ (4) + 1 = 5
Lazur: 1d20 + 2 ⇒ (8) + 2 = 10
Aviel: 1d20 + 2 ⇒ (6) + 2 = 8
Claudia: 1d20 + 6 ⇒ (10) + 6 = 16


Guard Cave - Surprise Round

18 Creature
16 Claudia
10 Lazur
8 Aviel
6 Taah

From out of the darkness and into Lazur's light source, comes something out of a nightmare. It is a hairless humanoid lurching on back-bent, dog-like legs. Its hideous mouth is flanked by tiny appendages ending in three-fingered hands. It's long muscular arms have curved sharp talon at the end. The creature's skin is pale white, like a cave fish.

The strange creature leaps from the darkness closing the distance between himself and Lazur in a single bound. He leans forward to bite the poor investigator who is still shocked by its sudden and horrific appearance.

End of Surprise Round

Know Dungeon DC 12+:
This thing is a sinspawn. A terrible aberration created by powerful magic, they are literally the sentient abominations of a particular sin. These creatures are exceedingly rare, and are in the legends from ancient Thassilon.

Know Dungeon DC 17+:
This sinspawn is of the wrath type. A bite from a sinspawn can induce such overwhelmingly sinful thoughts as to overcome the victim making them physically sickened.


Guard Cave - Round 1

Now within striking distance, the creature bites and tears at Lazur, who is still flat-footed, with both claws. The macabre mouth clamps down on his shoulder and one claw hooks him in the midsection, leaving a welt of blood. Worse, Lazur's mind is filled with an overwhelming sense of rage, anger at all things and everything. The rage is so great it sickens him, clouding his mind and slowing his reactions as he struggles through it.

The party may act. Lazur is hit for 9hp dmg, and fails his save. He gains the sickened condition for 5 minutes.

Spawn bite: 1d20 + 3 ⇒ (17) + 3 = 20
Spawn Claw 1: 1d20 + 3 ⇒ (2) + 3 = 5
Spawn Claw 2: 1d20 + 3 ⇒ (14) + 3 = 17
Bite dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Claw 2 dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Lazur DC 12 Will: 1d20 + 3 ⇒ (4) + 3 = 7
Duration: 1d6 ⇒ 5


HP: 62 (62) | AC: 19/23; T: 15; FF: 16/20 | Saves: Fort: +7; Ref: +7; Will: +8 | CMB: +10; CMD: 24 | Init: +4 Spell Slots: (4) / 6 (6) / 5 (5) / 3 (3) / 2 (2) | Arcane Reservoir: 15 (15)

Claudia moves to the best spot she can get to in the tunnel and then hits the creature with a magic missile.

1d4 + 1 ⇒ (2) + 1 = 3


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Step back, Lazur, and I'll heal your wounds while Aviel fights our foe.

Delays and readyes a CLW so either Lazur step back or stand up to the foe and i'll reach to him.


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur steps back from the creature. "Healing would be good, thank you."


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Taah calls on Sarenae's blessing, hoping to close the man's wounds

CLW: 1d8 + 2 ⇒ (1) + 2 = 3

Let's say her prayer isn't totally heard.


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Aviel was a bit taken aback as she found herself at the back of the group when Claudia rushed past. She held her tongue though, there would be time for tactical talk after the twisted thing was put down.

She brushed between Claudia and Lazur, drawing her sword the moment she was clear of them. Stepping face to face with the abhorrent creature Aviel felt repulsed by its vile visage.

"Back to the pits from which you were spawned." she growled from beneath her helmet.

Cold iron longsword: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Cold iron confirm: 1d20 + 6 ⇒ (15) + 6 = 21
Crit damage: 1d8 + 3 ⇒ (4) + 3 = 7

While the blow wasn't particularly strong, it was exceptionally precise. The cold iron weapon was well crafted and properly balanced.


HP: 62 (62) | AC: 19/23; T: 15; FF: 16/20 | Saves: Fort: +7; Ref: +7; Will: +8 | CMB: +10; CMD: 24 | Init: +4 Spell Slots: (4) / 6 (6) / 5 (5) / 3 (3) / 2 (2) | Arcane Reservoir: 15 (15)

To be fair, that was the only spot I could take that would allow Lazur to back up and still be able to target the creature.


Guard Cave - Round 1 - concluded

Stepping up to clear a spot for Lazur to back off, Claudia blasts the horrific creatures with a bolt of magic force that does limited damage.

Lazur, sickened and injured, takes a 5' step back from the foe.

Rushing into the fray, Aviel is able to bury the blade of her sword deep in the fearsome creatures belly, cutting a massive wound there.

Taah calls forth the healing power of Sarenrae, but down here below ground the power of the sun goddess is a bit attenuated.

End of Round 1


Guard Cave - Round 2

18 Creature (14hp dmg)
16 Claudia
10 Lazur (6hp dmg, sickened)
8 Aviel
6 Taah

After Aviel drives her blade into its abdomen, the spiteful creature turns its attacks on her next. It hooks the paladin with one claw, scratching her neck. She is able to avoid the sickening feeling of rage.

Once again, all the group is up. Aviel takes 4hp dmg.

Creature Bite: 1d20 + 3 ⇒ (5) + 3 = 8
Creature Claw 1: 1d20 + 3 ⇒ (18) + 3 = 21
Creature Claw 2: 1d20 + 3 ⇒ (5) + 3 = 8
Claw 1 dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Aviel DC 12 Will: 1d20 ⇒ 15


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur turns to Taah, "Thank you. I need to be more careful."

Lazur shoots wildly at the creature.

Shortbow + PBS: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Taah steps up to the creature, and tries to bludgeon it

Begone, foul creature! Bless us, Sarenae!

attack: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d8 + 2 ⇒ (2) + 2 = 4


Guard Cave - Round 2 - continued

Lazur readies to shoot the foul monster, but his partially healed wounds prevent him from making the most accurate shot, and his arrow misses wildly.

Taah steps up to fight, but her first attempt is parried by the beast with its lanky long arm.

Need actions from Claudia and Aviel. Will run them tomorrow if no post.


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Although the flurry of claws and teeth managed to get through her defences, the wound was not serious. The sudden rise in anger that threatened to overwhelm her did come as a surprise, but her steadfast training and discipline managed to keep the ire in check.

Shaking off the momentary affliction, Aviel pressed her attack.

Cold iron longsword: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d8 + 3 ⇒ (6) + 3 = 9


Guard Cave - Round 2 - concluded

Claudia conjures up a glop of acid and chucks it at the deformed foe but flings it wide of the mark.

Aviel's slicing cut hits the leathery hide of the monster, but cannot break the skin, doing no damage.

End of Round 2

Claudia Acid, ranged touch, into melee: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9


Guard Room - Round 3

18 Creature (14hp dmg)
16 Claudia
10 Lazur (6hp dmg, sickened)
8 Aviel (4hp dmg)
6 Taah

The eerie mouth and hooked claws of the pale monsters slash and snap out at Aviel once again. This time Aviel parries once claw, and dodges another. The lunging bite misses completely.

Party time!

Creature bite: 1d20 + 3 ⇒ (1) + 3 = 4
Claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Claw 2: 1d20 + 3 ⇒ (14) + 3 = 17


Female Half Orc Cleric 2 (Sarenae) Init +1 HP 15/15 AC 16 T 11 FF 15 Fort +4 Ref+1 Will +6 Perc +4 Spd 30 (20) Channel 2/4

Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Dmg: 1d8 + 2 ⇒ (5) + 2 = 7

another useless blow...


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur takes aim at the monster with his bow.

Shortbow PBS Sickened: 1d20 + 3 + 1 - 2 ⇒ (12) + 3 + 1 - 2 = 14 Damage: 1d6 ⇒ 1


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Aviel kept her shield firmly in her opponent's face. The thing tried to reach around the metal barrier only to be thwarted as its claws scraped across well worn armour. Its attempt to bite her around the shield was almost comedic.

As the creature scrabbled helplessly against the shield Aviel took the opportunity to strike back at the reckless opponent.

cold iron (ci) longsword: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 3 ⇒ (1) + 3 = 4


Guard Room - Round 3 - continued

Sickened still from the feelings of rage transmitted by the foul creature, Lazur draws a bead on it anyway, hoping he can still shoot true. His shot is lined up enough that it just grazes the pale monster.

Countering its feral assault, Aviel strikes back as she has been trained, around her protective shield. The sword thrust strikes home and the creature seems badly hurt, looking near to death.

Taah tries for a finishing blow against the foulness, but her melee attacks continue to miss.

Will give Claudia a few more hours to make a post, or bot her to keep things moving.


Guard Room - Round 3 - concluded

Calling forth more of the gloppy acid, Claudia flings it over her allies, trying to hit the nightmare creature but in her nervousness, she misses quite badly.

End of Round 3

Waited for a while, but will bot Claudia until further notice now that she has missed two prompts in a row.

Claudia Acid Splash, ranged touch, into melee: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2


Guard Room - Round 4

18 Creature (19hp dmg; disabled)
16 Claudia
10 Lazur (6hp dmg, sickened)
8 Aviel (4hp dmg)
6 Taah

Dripping black ichor on the ground, the foul creature leaps one more time this time turning its attacks in the Sarenrite priestess. The dying creature struggles to hit Taah with its swinging claws, but as it falls, it bites here in last throes, before succumbing to its wounds.

End of Combat

Taah takes 4hp dmg, but the fight is over. Will put up a Post-Combat Discussion post while you circle the wagons about what to next.

Creature Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Creature Claw 1: 1d20 + 3 ⇒ (12) + 3 = 15
Creature Claw 2: 1d20 + 3 ⇒ (2) + 3 = 5
Bite dmg: 1d6 ⇒ 4
Taah DC 12 Will: 1d20 + 6 ⇒ (7) + 6 = 13


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur takes a moment to empty his stomach then washes his mouth out with some water, "That was awful and I still don't feel good. Let's rest here a moment until I recover, if that's ok."

When he recovers he goes looking for his arrow that missed.

Arrow recover, high good: 1d100 ⇒ 69


FM Human (Chellish) Fighter 2 HP: 18/22| AC: 20; T: 12; FF: 18 |F/R/W: 5/2/0 (+1 vs fear)| CMB: 5; CMD 17| Init: +2 Per: +2

Aviel nods as she cleans her blade before sheathing it. She opens her visor and kneels down beside the creature.

kn: planes: 1d20 + 3 ⇒ (18) + 3 = 21

"I don't recognize this as any type of demon I know of. Lazur, do you have any insight into what this is?"


Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment Death Ward, Displacement, Echolocation, Freedom of Movement, Heroism, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Lazur looks closer at the creature, "I have no idea what this is."

This is an aberration. You need Dungeoneering to ID it."

951 to 988 of 988 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of the Runelords AE by DM DoctorEvil All Messageboards

Want to post a reply? Sign in.