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The walls of this room are decorated with painted murals of men and women in white robes ministering to the sick and the injured. In addition to the pictures of healing, there is also one large figure wearing a white robe and surrounded with what appears to be a painted golden aura. The significance of the large figure is unclear, but it is likely either a deity or a hero of some kind. All of the murals in the room have been badly defaced; the left hand of each healer has been painted over with black paint, and there are long scratches across all of the figures. The scratches are not in the pattern of claw-marks; they look like deliberate vandalism done with tools or weapons. Beneath the picture of the large figure, there are words written in blood, in some strange language. Not this room is actually rounded and the previous room has round corners. I have not mastered that skill yet
As you have made a new level of RA I have been getting acquainted with all the horrible ways I get to kill you guys and I have decided to make a change or clarification to my original houserule concerning magic items, specifically weapons and armor: There will still be no "pluses" on magical weapons. A +1 Weapon or Armor found will only count as magic unless it also has a power on it So A +1 longsword is just a magic longsword but a +1 flaming longsword would be a magic flaming longsword. Magic weapons will be harder to break, bypass DR and can hit incorporeal creatures. Magic armor is harder to break and has 1 less ACP. There are still no creation feats other than potions, scrolls, and wands. Otherwise to get any magic items you will have to find them in RA or buy it from one of the barges while you and it are in Zelkor's Ferry.
You head down the stairs and they go for quite a ways. You are fairly certain that the stairs go down farther than you would expect for one level of a dungeon. When at the bottom, you see a room 30' east to west by 50' north to south with rounded corners. You hear a loud rustling sound as an undulating carpet made up of thousands of roaches scatters for the walls and disappears into the cracks and gaps between the stones. The room once contained several wooden chairs that were apparently broken and scattered; only a few intact pieces give any clue to the fact that they were once furniture. There are two iron-reinforced wooden doors in the room, one to the north and one to the south. Over the north door, the words “Healing and Recovery” have been carved into the stone. Over the south door, there is only the word “Forbidden.”
Inside that box is a case of rotgut whiskey (a dozen bottles worth 5 gp a bottle) and 1235 gp. It takes no roll of any sort to realize this is a huge amount of money to be possessed by a common sergeant. Don't forget there is still a guard on the far side of the bridge at the gatehouse on the mainland to deal with
Sergeant Blackerly hides underneath the table allowing him protection versus more arrows, begging for mercy the whole while. But Steinki's magic spells allows his arrow to hit him, killing Blackerly and ending his pathetic whimpering. On Blackerly you find chainmail, masterwork longsword, sergeant’s
The guards have their regular set of equipment and there is also 1d10 ⇒ 2 gp of various coins here.
"Sir Balin and I arrived early to Branderscar to see your execution. Sir Balin said he was responsible in part to some of your captures and wanted to see the process through to completion. When we arrived everyone was dead so we set out to track you down. When we made it to town and started knocking door to door, we were suddenly ambushed and I awoke in this dungeon while Sir Balin was fighting a bald man in black robes, a follower of Asmodeus. That man wounded me and I managed to escape as Sir Balin fell. I found this hiding place which the man did not find. " The descriprion of the man he gives fits Cardinal Thorne "I haven't seen much of this place, but I did hear the man talking to a woman while searching for me. He mentioned he mentioned that I couldn't escape because of some sort of metal cobras in a nearby room and that a secret door across from the stairs holds the way out. Also mentioned something called a shrieker would detect any light or movement I made and would draw out the drowned men. "
Jirin I moved you to 56U to put you within 30' of all three Also I moved Trevor to the correct Harpy that has entralled him Harpy #1 Attacks Kelkzar with its morningstar and talons Morningstar Attack #1 1d20 + 8 ⇒ (10) + 8 = 18 *Hit*
Morningstar Attack #2 1d20 + 3 ⇒ (4) + 3 = 7
Talon Attack #2 1d20 + 3 ⇒ (4) + 3 = 7
Talon Attack #2 1d20 + 3 ⇒ (20) + 3 = 23 *Hit, not confirmed*
Harpy #2 attempts to fly out of the web, but gets entangled again CMB 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 17 Harpy #3 frees itself and waits for its victim to come to it. CMB 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 vs DC 17 Confirm Talon Attack #2 1d20 + 3 ⇒ (1) + 3 = 4
The desperate fight continues. The first guard scores a follow up hit on his fellow guardsmen while Balckerly hits the one on him. Soon its Blackerly against the other two guards. But his training and supior equipment outlast them and the heavily wounded sergeant dispatches his opposition then drinks a potion, his wounds healing, "You'll need to come down here and do the deed yourself if you want me!" he yells up at you. Round 2:
Longsword G#1 vs G#3 1d20 + 5 ⇒ (13) + 5 = 18 *Hit*
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (4) + 5 = 9
Then the return swings: Longsword G#3 vs #1 1d20 + 5 ⇒ (11) + 5 = 16
Longsword Blackerly vs #2 1d20 + 7 ⇒ (18) + 7 = 25 *Hit*
Damage *Hit*
Round 3:
Longsword G#1 vs G#3 1d20 + 5 ⇒ (8) + 5 = 13
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (2) + 5 = 7
Then the return swings: Longsword G#3 vs #1 1d20 + 5 ⇒ (11) + 5 = 16
Longsword Blackerly vs #2 1d20 + 7 ⇒ (1) + 7 = 8
Damage
Round 4:
Longsword G#1 vs G#3 1d20 + 5 ⇒ (5) + 5 = 10
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (7) + 5 = 12
Then the return swings: Longsword G#3 vs #1 1d20 + 5 ⇒ (4) + 5 = 9
Longsword Blackerly vs #2 1d20 + 7 ⇒ (5) + 7 = 12
Damage
Round 5:
Longsword G#1 vs G#3 1d20 + 5 ⇒ (12) + 5 = 17
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (13) + 5 = 18
Then the return swings: Longsword G#3 vs #1 1d20 + 5 ⇒ (6) + 5 = 11
Longsword Blackerly vs #2 1d20 + 7 ⇒ (15) + 7 = 22
Damage
Round 6:
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (9) + 5 = 14
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (12) + 5 = 17
Then the return swings: Longsword Blackerly vs #2 1d20 + 7 ⇒ (13) + 7 = 20
Damage
Round 7:
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (18) + 5 = 23 *Hit*
Then the return swing: Longsword Blackerly vs #2 1d20 + 7 ⇒ (18) + 7 = 25 *Hit*
Damage
Round 8:
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (17) + 5 = 22 *Hit*
Then the return swing: Longsword Blackerly vs #2 1d20 + 7 ⇒ (11) + 7 = 18 *Hit*
Damage
clw 1d8 + 1 ⇒ (8) + 1 = 9
I should say the Cleveland area. Heading to the Football Hall of Fame while out there and the house from Christmas Story, not to mention some great sounding places to eat. The main thing it is in driving distance and I get to go to the HoF which I have always wanted to do. I got to see Gary one time coming back from Gen Con and there was construction and we ended up taking a wrong turn. Trying to get back on the interstate was scary as they had exits blocked off with pylons.
Ok you have three choices (and really you only have 2) First Stairs you found in the leech room. Second stairs was at the Iron Cobra you fought. Third stairs was in the secret passage (and that actually didn't go down a level, only to a secret passage that leads to the bottom of the SW pit trap in the very first room.
GM Blood:
2d100 ⇒ (1, 52) = 53 Allustan thanks you all and tells you, "There is an old abandon farmhouse about halfway to Blackwall Keep called "Shank's Rest". Shank was a farmer who inherited a large amount of money and moved to Magnimar and retired. He never bothered to sell his farm so travelers now use it as a waypoint on their travels. Stay safe and I will await word from you." Feel free to fill in any last minute activities before leaving The first day of travel and you find the farm with no problem and stay the night at Shank's rest. Feeling refresh that morning you continue the journey to Blackwall keep. A few hours down the road and you a caravan of some sort that has been attacked, wagons are overturned. You see a few bloody bodies laying on the ground.
GM Blood:
Sense Motive Guard #1 1d20 + 2 ⇒ (9) + 2 = 11 Sense Motive Guard #2 1d20 + 2 ⇒ (2) + 2 = 4 Sense Motive Guard #3 1d20 + 2 ⇒ (19) + 2 = 21 Diplomacy Guard #3 1d20 - 1 ⇒ (8) - 1 = 7 Initiative Guard #1 1d20 + 2 ⇒ (13) + 2 = 15
Your words seem to have an effect down below. Blackerly spurts out, "C'mon guys you know that is a load of bull. I've always had your back!". Two of the guards draw their weapon and say, "You did let that woman in to see them, was that part of the plan?". The third guardsman moves to Blackerly and defends him, "C'mon you fools they are using you against him to ease their escape!" The two men seem to have nothing of it, "You were one of the guards that let that murderer see the woman, you must be in on it too! Once you are down all we have to do is hold out until Sir Balin gets here at sun up!" The two men attack, one on the guard the other on Blackerly. Longsword G#1 1d20 + 5 ⇒ (15) + 5 = 20 *Hit*
Longsword G#2 1d20 + 5 ⇒ (2) + 5 = 7
Blackelry growls and says, "Kill these fools, they are right at least about Sir Balin" Longsword G#1 1d20 + 5 ⇒ (9) + 5 = 14
Longsword Blackerly 1d20 + 7 ⇒ (9) + 7 = 16
I'll keep running this fight round by round if you decide to intervene, otherwise if you just watch I'll run it to its conclusion
Over the next couple of weeks the city guard and militia in concert with you get all of the items found, bodies identified, and events recorded. After the guards make a complete sweep and everything is confirmed cleared out, Allustan spends time below taking notes and seeing with his own eyes what is down there. Ingrid leaves during the first few days with Allustan's friend Marzena to deliver a few things to Allustan's associate Eligos in Magnimar. Aarakess:
You know Marzena from before. She was Allustan's apprentice (and more). She was younger and wanted to go out in the world and do and see things while he decided to settle down here and keep an eye on his brother. That caused a rift of sorts between them, though they still remain friends. Eligos and Allustan trained under the same wizard Manzorian and often seek each other's advice. Things were beginning to calm down and get back to normal when you get a message from Allustan to meet him at his house as soon as you can. You sense urgency in his note so you gather yourselves up and head over as soon as you can. Once there, Allustan looks like he hasn't slept in a couple days and has a worried look on his face. He is accompanied by a young woman with lightly tanned skin and brown hair. She wears the symbols of Sarenrae. "Thank you for coming over right away. I have been busy going over the documents you recovered below as well as seeing for myself what is down there. What you don't know and hasn't been told to anyone but a select few up until now, is that we caught Ragnolin Dourstone soon after hist attempted escape. We have managed to get some information out of him. "About two years ago the Faceless One came to Ragnolin and convinced him by extortion and no doubt magical means to carve a secret deep shaft within the earth to the hidden chamber below. Somehow the Faceless One discovered its whereabouts before he was cast out of the Zon Kuthon faith for heresy. Soon others appeared from the Ebon Triad, the tieflings and the former Zon Kuthon priests led by Theldrick. Then within a few months after they arrived, the grimlocks were involved, most likely came from the darklands below the surface." "Now if you remember you found that green worm in a jar that the necromancer Filge had that Smenk had stolen from them. I had sent Ingrid and my friend Marzena to visit Eligos, an old colleague of mine in Magnimar, and give him the worm to study as well as a copy of the documents found below. I was able to send Marzena a message and she came back here where I filled her in on what was found below, then she took off for Blackwall Keep south of here on the border of the Mushfens." "Marzena's goal there was to talk to the garrison there on lizardfolk activity over the last few months and any reports of the green worms in that area. That was two weeks ago and I am unable to contact her in any way which worries me. I know you have done a lot for me and for this town in the last month with the discoveries in the Whispering Cairn and defeating the cultists below the city, but I would beg of you to help me in a more personal matter. Please go to Blackwall Keep and make sure she and Ingrid are alright. She is very important to me and it would ease my mind if I knew that she is ok. Blackwall keep is about 2 days journey from here so hopefully you can be back in town within a few days. Also please bring back any information that she has found out so far as I am anxious to know what she has discovered so far!" He introduces the woman, "This is Anala, the daughter of a former adventuring companion of mine. She was in the area and we have been catching up. She is looking to get back out there on the road and I thought since Ingrid is still in Magnimar and you might not all want to go..."Allustan looks at Tohall, "I thought having another capable person accompanying you would be a good idea." "So are you willing to do this for me? I sure we can come to an agreement for compensation. I know Justin may be anxious to return home again."
Justin wrote:
The red ruby from the statue is worth 800gp Line 62 "Scroll of Detect Magic" is scroll of dispel magic Wand of enlarge person (42 charges ) I was laughing when you were talking about purchasing one Ring of protection +1
Lueck tries to pick the lock, but it seems more complex than what he is used to. Searching around the wizard's room you find a key in his night stand that fits the lock. Finding no trap you open it up and discover a book. This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover. SpellBook:
Value 350 gp
SPELLS 2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
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