The Past Returns (Inactive)

Game Master sunshadow21

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"I wouldn't say just Nualia and the bugbear. The bugbear has survived in these lands against a decidedly determined foe for some time now, and is not likely to go down without a fight, and Nualia is rather strong in her own right, even before you count her pets. As for me, I have little left here to interest me or hold my allegiance. Perhaps I'll track down Lyrie and see about making a permanent partnership for hire."


"Your weapons are forfeit but we'll give you your life since you've been cooperative. Leave this place and find work somewhere else", Krojun warns.

"Let's go. It's time this business be finished."


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Then go. But if you make the mistake of ever stepping foot in Sandpoint again, it'll be the last one."


The man simply nods as he heads up the stairs, perfectly content to leave this place behind him.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan will lead the party downstairs.


A stone door just around the corner from the steps hangs slightly ajar, the detailed carvings that once covered its surface defaced by chisel marks and hammer blows to the extent that only a few remnants of images (mostly of gemstones and crowns) remain. The floor here is slanted downward toward the west. In the room beyond, two pillars support the ceiling. In many places the stone walls, floor, and ceiling are caked with ancient grime and soot. Alcoves in the north and south walls contain partially damaged statues of a man in robes clutching a book and a glaive. The entire room is canted toward the west, and whatever ancient upheaval caused the complex to tilt knocked the statues from their bases so that now they lean against the western walls of their alcoves. A hallway on the eastern wall is the only other exit to this chamber. There are also scorch marks, scratches, and other signs of battle through the room.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan walks up to the statue. "Any idea who this is?"


History: 1d20 + 6 ⇒ (14) + 6 = 20

"Hmm... let me see that."


Based on your experiences and knowledge learned since arriving at Sandpoint, along with the obvious differences between this floor and the structure above, Krojun figures the statues probably represent one of the runelords, but his limited knowledge, and the extensive damage done to the room prevent him from being able to say that with absolute certainty or pin down any other actual facts about the statues or this complex as a whole.


Moving forward, you soon find yourself in what was probably once the main gathering space for those who built this level. Once probably filled with tables and benches, debris now fills the room, though it has been cleaned up enough that it doesn't hinder your movement. To the west is a raised dais, and you can see the bugbear in a defensive position behind a larger piece of debris watching the scene to the north. On the north wall there is an alcove with a set of double doors. In this alcove, you can see wide stone ledges of red marble, covered with old books, scrolls, teeth, bones, scrimshaw artwork, jars of deformed creatures soaking in brine, taxidermied animals and limbs, and other strange objects. In the center of this space, a large round fountain filled with frothy blue water fills the room with the gentle sound of bubbling. Two burning skulls sit on either side of a large set of plain double stone doors, where a amazing beautiful, and yet somewhat deformed, female aasimar seems to be chanting something. Guarding over her are two hound like creatures. There is also an opening to a hallway on the south wall. None of the individuals seem to notice you when you first appear as the aasimar finishes chanting, and you see a change come over the stone doors, which have carvings starting to appear on them. The aasimar turns and sees you, smiling as she speaks in a beautiful, and chilling, voice, "Ah good, you are just in time to give our friend a bit of practice before we let him loose on Sandpoint."

There is no map for this right now; I can make one if need be, but the idea to avoid that need. The room is a rectangular 30' east to west and 40' north to south. The dais on the west wall as stairs on either end and is 10' higher than the rest of the room. The ceiling is 25' high (15' from the dais). Bruthazmus is on the dais about half way between the door you entered through on the east wall and the northern alcove, which is a 15' diameter hemisphere and a 15' ceiling. The fountain sits where the room just inside the alcove in the center, and the yeth hounds flank it, making it difficult to reach Nualia, who is standing just in front of the double stone doors. The hallway to the south is 10' wide. You entered from the east through a door centered on the eastern wall, and are clustered around that entrance.

We are essentially in combat, as it is clear that they intend to fight, and the party is up first.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

"Why do it? Why attack Sandpoint?"

Rohan casts Shield and moves forward.


"You will answer for the lives you've ruined", Krojun shouts as he moves forward and lashes out with his whip at one of the hounds.

Trip: 1d20 + 8 ⇒ (15) + 8 = 23


Will give the remaining folks until this afternoon to post before I DMPC them and move this forward.


Round 1

Remarkably enough, Krojun is just able to unbalance one of the hounds to the point it can't remain standing, and it falls to the ground with a surprised howl. As Rohan moves in, Talon heads to the far stairs of the dais, using the raised stage as cover from the bugbear. Elton moves to a corner and uses another charge of his wand to launch a magic bolt at crazed priestess, dealing some minor damage. Pimpernell follows that attack up by summoning a mystical weapon by Nualia that attacks her. Zelladanyia starts to sing, providing everyone with a boost to their morale.

In response, Nualia just smiles as she seems to activate an amulet around her neck before casting a spell which has no immediate visible effect. The bugbear releases an arrow toward Krojun, but it goes wide, and bounces off the wall a good 10 feet above the Shoanti. The tripped hound gets up, but otherwise, neither do anything and stay at their post.

Spellcraft DC 16:
She seems to have cast divine favor.

Nualia 12 damage
Yeth hound 1 tripped

The party is up. I put together a quick google map so you have some kind of visual.


Resources:
1st Level Spells - 2/2 Summon Monster 1 - 5/5
Summoner 1 (HP 14/14; AC:14, T:11, FF:13; Fort:+2 Ref:+1 Will:+1; Init+3; Perception -1)
Effects:
None

Rohan will cast Haste on himself, Krojun, Copper, and Zel. He then moves to striking distance of one of the hounds while drawing his longspear.


Krojun curses as the arrow screams past him.

Can Bruthazmus be reached from where he's at?


Not very easily; he's up on the dias behind a solid looking table.


How do you get up into the dais? Are there stairs or something? With Rohan's haste Krojun is speed 70.


There are stairs on either end of the dais.


If Krojun can go up the stairs on the northern side without provoking from the hounds, he'll do that. Otherwise, he'll double move along the southern stairs with Talon.


As anti-climatic as jumping to the end of this combat it, DMPCing over half the party is equally so, so I'm going to go ahead and skip to the aftermath. Don't worry about damage taken or resources used, as this is the final battle in here.

After a bitter struggle in which both Bruthazmus and Nualia inflicted a fair deal of damage of their own before finally going down, the room falls silent. The door that Nualia had been working so hard on is now completely covered in Thassilion runes that indicate it's supposed to be a holding cell for some kind of planar beast, and undoubtedly Nualia was hoping to free said beast for her own purposes. However, when you open the door, all you find is a message carved onto the wall, written in Thassilion calling it's captor's fools for trying to hold something well beyond their power prisoner; whoever or whatever the prisoner may have been at one time, it's clear that it shook loose it's bonds a long time ago, as not even a hint of magical auras remain in this spartan room. The remaining hallway is equally dull, at least now, containing a few arcane workshops filled with debris, and a few ruined, empty rooms. It is obvious that this floor dates back to Thassillion times and did not fare all that well overall in the events that caused that empire to fall.

Nualia is completely dead, but Bruthazmus could be stabilized and taken prisoner if the party desired it.

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