Epik |
Epik will detect evil across the area in an attempt to determine if the mercenary is somehow hidden. He will then search all of the bodies and both rooms.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
DM Fflash |
On the woman you find a +2 mithral breastplate, magical greatsword, magical heavy steel shield, a pink rhomboid ioun stone, magical belt, magical ring, 2 potions, a masterwork composite long bow (+5 Str), a laquered armband set with a diamond (2,000), and 120 platinum pieces.
Nowzai detects no other magic and Epik detects no other evil.
Nowzai al'Nazari |
Nowzai picks up the ioun stone and appraises it closely. "This will enhance the bearer's health and stamina. I could certainly use it." He looks over the rest of the gathered treasure. He then casts detect magic to identify the other items.
Spellcraft (sword): 1d20 + 22 ⇒ (20) + 22 = 42
Spellcraft (shield): 1d20 + 22 ⇒ (20) + 22 = 42
Spellcraft (belt): 1d20 + 22 ⇒ (17) + 22 = 39
Spellcraft (ring): 1d20 + 22 ⇒ (5) + 22 = 27
Spellcraft (potion): 1d20 + 22 ⇒ (3) + 22 = 25
Spellcraft (potion): 1d20 + 22 ⇒ (12) + 22 = 34
When everyone is ready, he will cast sleep on the southern door.
DM Fflash |
Nowzai identifies a belt of giant strength +4, a +1 animated light fortification heavy steel shield, 2 potions of cure moderate wounds, Coldburn (+2 flaming frost greatsword), and a death touch ring (upon placing on a finger, the finger becomes skeletal, enabling the use of finger of death 1/day with a range of touch)
Also, the 4 nessian warhounds each wore a suit of +2 mithral chain shirt barding
Nowzai casts sleep on the southwestern door and finds an empty spherical chamber.
Epik |
Epik looks over the magical loot, "I could make use of both the belt and the greatsword if no one is opposed."
He takes both items if there are no objections.
He then studies both the prone man and blood blade doors. "Nowzai, can you open either of these doors with your sorcery?"
Epik |
Actually, Epik already has a belt - go ahead and take it Dalamus.
Nowzai al'Nazari |
Nowzai takes the ioun stone. He regards the ring with open disgust and refuses to claim it. "Sama'el, perhaps this would be better suited for you."
Finger of death as a touch attack, with Spellstrike? Regardless, we can use it now to open the eastern door and get to the exit shaft.
The sleep room is still blacked out on Roll20. Can we do a quick search of the room before we ignore it?
DM Fflash |
Forgot to open it up ... it's empty
Whomever wears and uses the ring (I'll rule it's useable with spellstrike, but not with spell combat) touches the door to the east and it rolls open, the individual's hand turning back to normal as it does so.
Actions? The shaft to the east that leads up to the secret room in the wine cellar is now open
Epik |
Epik looks at the others. "Well, I say we rest the night in the throne room and then take another crack at the beholder. Maybe if we prepare better we can take him. What do you all think?"
Sama'el Val'varen |
Sorry all for slacking on my posting here
I would be interested in the ring as well, it could ad some interesting options with Spellstrike. The Mithril BP is also an upgrade for me as well.
It it possible to use this spell - Ward Spell on the animated shield?
Ring - 1d100 ⇒ 63
BP - 1d100 ⇒ 31
Sam nods at Nowzai, "Yes, lets leave this place for now and regroup"
DM Fflash |
Looks like Sam wins
Nowzai levitates up, helping other to the bottom of the already secured rope.
On the way up you note their (just for Kam) is a slightly larger than beholder-sized hole in the shaft just north of the flesh to stone door. It goes northwest into the darkness.
You are able to reach the top and find yourselves in the small secret room outside the wine cellar in the Vhanlantru estate.
How do you wish to exfiltrate. Manor map back on Roll 20
Epik |
Epik looks around uneasily. "Dalamus, do you want to look around and scout the best way out?"
Dalamus Othreleth |
Dalamus nods to Epik and gets right to business.
He is looking for traps, listening for sounds and careful peering through the door if everything seems safe.
Perception
1d20 + 17 ⇒ (10) + 17 = 27
Disable Device
1d20 + 18 ⇒ (4) + 18 = 22
Stealth
1d20 + 21 ⇒ (20) + 21 = 41
DM Fflash |
Dalamus pushes his head through the illusionary wall and finds a surprising sight. The room is empty, as in completely cleared out. No wine barrels, no guards, just an empty, dusty wine chamber. He does note there are marks on the ground from where the wine racks and barrels were. They're just completely gone now. Moving forward through the house, he finds much the same everywhere. All items appear to have been removed and the half-orcs are no longer anywhere to be found on the first floor.
Epik |
When Dalamus returns and tells the group that the half-orc guards are no longer there, Epik will lead the way through the house to the exit. "Let's get out of here while we can - they may return."
Nowzai al'Nazari |
And does Sama'el tell us about the beholder-sized hole in the floor?
Nowzai nods wearily. "This bodes ill. I suspect this place was being used as a staging area for some dire purpose, one that is now being put into action." He sighs, frowning while rubbing his scalp. "I need rest to refresh my arcana, but I hope the delay is not too costly."
DM Fflash |
@Nowzai, everyone sees the hole in the wall. The just for Kam bit was for the intentional mispelling of "there". Sorry for the confusion
The party is able to move easily out finding nothing of interest on the way out and most of the mansion trashed.
Nemoris and Tlanextic come forward to tell you that the half orcs left the building with Vhalantru trussed up and covered in filth and blood. He appeared unconscious. Tlanextic tried to get a hold of you telepsthically but you were out of range.
Where to? Oh, you guys finally level up. ;) post in discussion, please. Read campaign notes about hit points
Epik |
Epik looks at the others. "We still need to finish the job and slay that beholder. I say we prepare the best we can today and return at first light tomorrow."
Nowzai al'Nazari |
Yes, I require rest before we attempt another encounter with that abomination."
Nowzai is thoughtful before adding, "The beholder escaped the dungeon. It could have slipped past Tlanextic and Nemoris only if invisible. Or perhaps polymorphed to look like one of the half-orcs. Or... Vhalantru?" He winces, shaking his head and holding rubbing his temples.
Epik |
Rest - back at the inn.
Dalamus Othreleth |
"I think we are getting distracted. The stuff in the dungeon may lead us to the answers that we seek, but it seems less likely now that they are moving away from here. Epik you need to stay the course and not let your hatred distract us. If we go for one beholder now, and miss the opportunity to destroy a colony of beholders, evil wins. Let us go to estate Rhivaldi and find out what is going on."
Ma'puande |
Ma'puande politely interrupts "I get the sense that all is not as you expected upon our return. But my spirit energy is as low as its ever been, and I'm not sure how useful I would be in any more engagements until I can rest. Please, if you know of a secure location we can use for a few hours rest, I would appreciate it if we could adjourn there soon."
Nowzai al'Nazari |
Nowzai sighs and takes Dalamus and Epik by the arm, demanding their attention. "I say again, the beholder has escaped. It is now free in the city, and off to put whatever malicious plans it has into action. If its henchmen went to the Rhivaldi estate, then we must follow."
"After we rest."
Epik |
Epik sighs. "As you wish, Nowzai."
He leads the way back to the inn.
DM Fflash |
The party wearily returns to the inn to rest, avoiding the masses of refugees and the battle-wounded squads of Town Guardsmen returning from the siege. Jenya returns to the church and Magma leaves to check on his aunt.
Refuse is beginning to pile up in the city as many of the city's public servants have been pressed into service as well. Many cry out to the various noble Lords of the city as there seems to be quite the leadership vacuum at the moment.
You walk around the caldera, skirting the crater Lake to arrive at the Drunken Morkoth and into your room.
Ma'puande, the city of Cauldron is built in the caldera at the top of a mountain, a small lake in the middle of it. There are several images in the Roll20 Journal to give you an idea. The party walks into a single person, one bed bedroom that has a massive chest in the middle of it. Epik walks up to the chest and flips it open, then promptly steps over the edge of it and descends as if walking down stairs until he is completely out of view. The rest of the party does the same. When you finally lean over to look, you notice a staircase descending into what appears to be a stone basement, even though your room is on the second floor of a wooden structure.
You enter a basement below that has been set up as a small, nicely furnished camp. (The party hasn't gone into details as to how they use the space, maybe now would be a good time. The only thing that came with the location was a wooden desk and magical ledger of contents)
You will be able to rest without incident. A reminder that you essentially just free Ma'puande from stone about 2 hours ago and she has no idea who you really are and what you are doing
Dalamus Othreleth |
On the walk towards the Drunken Morkoth, Dalamus will take the time to formally introduce himself. "Whew....Thankfully we are finally out of that awful place! I am Dalamus, and we are helping to heal Cauldron of it's woes. I am sorry for your imprisonment, but we are seeking to liberate the forces that are responsible for this. Anyhow, I should tell you that my specialty is scouting and infiltration. I try to make sure that no one we travel with dies on a banana peel." Dalamus winks after that last part.
As for the haven, we should have some bunks down there. It has been a while, how do we ensure only we can get down there?
Epik |
Epik will take the time to tell Ma'puande the group's story from the very beginning to current day. "I fear it all hinges around the machinations of Lord Vhalantru. I believe he is a mortal threat to Cauldron. It was Lord Vhalantru we were seeking in the manor when we found you. We must find and destroy him before it is too late. I pray to the Inheritor that you will assist us Ma'puande in our hour of need."
Epik will devote the remainder of the evening praying to Iomedae for guidance.
Nowzai al'Nazari |
Nowzai looks about the sequestered area with a critical eye. "I usually stay in my dormitory at the Academy, so I have not been down here for some time. It is a bit spartan, but it will suffice." He puts out a bedroll and settles down. He is snoring within minutes.
After resting and studying his spellbook, Nowzai joins the others. "Dalamus, you scouted the Rivaldi estate before we broke into the mayor's mansion. What did you find there? I am having trouble puzzling together the disparate pieces of information we have." He shakes his head, sighing. "And do we have any other as-yet un-pulled threads?"
Nowzai al'Nazari |
I'm pretty unclear on the significance of the other estate and didn't pay attention to the other side of things when we split the party (Epik, Magma and I went through the portal). For what its worth, I still have barely a clue what the campaign plot is, which I realize is largely by design, but that makes it very unclear on how we should proceed. Seems like we're playing whack-a-mole vs random bad guys in/around the city... I know there's a connection but its well hidden. We could defeat the BBEG and have no idea.
Epik |
Let's move on to the Rivaldi Estate.
Nowzai al'Nazari |
Nowzai nods to Tlanextic. "That is an excellent suggestion. It would certainly help to get more eyes on the problem and coordinate our efforts. The question is, though: who can we trust? We have already been stung by betrayal and trickery."
"Shensen, as you mentioned, for one. I believe Vortimax Weer to be trustworthy, also." He turns to the others, "Who else should we invite?"
DM Fflash |
I've made it through the first 4300 posts. Note this is a massive post ... gets you through the first 4 chapters. I shall keep working on the rest
In which The Town Guard releases the PCs from prison to solve a kidnapping
- PCs start in jail
- Terseon Skellerang releases you on parole to aid the Town Guard who is too under resourced to cover all complaints
- You encounter Jil, a Last Laugh thief, watching you as you stop a mugging
- You are tasked to solve a kidnapping at the Orphanage, a boy named Terem
- You track the kidnapping to Ghelve’s Locks, a gnome-owned shop that has a secret entrance to an ancient gnomish enclave, Jzadirune
- Within Jzadirune, you uncover a group of dark folk and stalkers who kidnapped the boy and sold him to a fiendish dwarf slaver, Kazmojen
- You rescue Nemoris from the dark folk
- You travel to Kazmojen’s slave bazaar where you get into a battle royale as the child you’re looking for is about to be auctioned
- Overwhelmed, you are aided by Fellian and Fario, members of the Striders who seek to free those enslaved by others
- During the fight, one of the buyers grabs the boy and teleports out of the room.
- Danyell spies the sorcerer giving the boy to another pair of individuals; without his glasses he cannot make out the details, but it appears to be a humanoid creature with a female voice and some other sort of amorphous blob she refers to as Lord Orbius. The two of them teleport away with the boy
- Going to report your failure the next day, you find that the boy, Terem was found safe in his bed overnight
In which the party participates in the annual Festival and then embarks to find the missing Iomedae high priest who had gone north to purchase wands to hold the flooding crater lake at bay
Of note, do you guys remember this for winning the Crater Lake Monster Hunt? Each of the swimmers gains a +2 morale bonus to swim checks as long as their names are on the trophy. Additionally, they'll gain some temporary fame giving them +4 on Diplomacy checks with Cauldron citizens. Finally, the trophy can be used 1/day by anyone to grant waterbreathing per the spell, caster level 6 (can be divided)
• 700 years ago: Surabar Spellmason led a small army towards what is now Cauldron and established the city of Redforge. He apparently did it under some sort of threat and raised Basalt Bastions (you're not sure what these are) to protect his men from attack.
• 695 years ago: Kozomagon Lidu, a friend of Surabar arrives in the area and founds the city of Liduton
• 690 years ago; Surabar's army fights a demon army and Surabar destroys their leader, a demon named Nabthatoron, who was later banished to places unknown by ancient demon lords in disgust. The demons never recovered and arguably turned their attention back to the Worldwound. During the battle, Kozomagon attempts to draw upon the power of an ancient kopru necropolis discovered on a nearby lakebed but instead loses control and destroys her village. Liduton became the Haunted Village.
• 680 years ago; the discovery of mines in the area draws many prospectors to the region. Surabar determines the volcano is extinct and the caldera is better defended than the open hills where Redgorge was founded. Many of Redgorge's citizens move and Cauldron is founded. The large complexes underground like Jzadirune and the Malachite Fortress were built during this time.
In which the party is requested by a wealthy dwarven family to find a lost scion and the party unleashes an ancient evil upon the world
- Magma joins the Church of Torag
- Dalamus joins the Town Guard
- Nemoris joins the Striders
- Epik returns to the lake near the kopru ruins to slay the demon (a skulvyn)
- The party is invited to Lord Vhalantru’s house for dinner. Epik does not attend.
- Vhalantru lets you know you’re becoming famous
- The party and the Lord discuss the continually increasing taxes; the noble explains the flood damage, looters, counterfeit coins from the Last Laugh thieves guild and increased crime has made the hiring of external mercenaries to augment the Town Guard necessary (paid by taxes)
- He mentions the new priest coming to town, and that he is a well known celebrity
- You are hit up for the adventurer’s tax
- The party meets the new, very arrogant, Bishop of Iomedae
- The party saves the town from a fiendish umber hulk which appeared in a warehouse belonging to Maavu and began rampaging through the town
- The MTA shows up at the end to clean things up (The Magical Threat Agency … bunch of gnomes. No one had ever heard of them before); it was created by the Lord Mayor recently (and funded by taxes)
- Sam joins the party
- After action the party realizes the creature was summoned
- Maavu (he’s in the import/export business) has been an outspoken voice against tax hikes
- Dalamus notices both Jil (Last Laugh thief) and a platinum blonde noblewoman in a white dress watching them
- Maavu was seen fleeing the city on horseback
- The platinum blonde woman, Celeste finds you later that night and drops off an invitation to the Cusp of Sunrise, an exclusive club
- You encounter Lord Vhalantru who introduces you magnanimously to the crowd as heroes
- Lord Ansin Taskerhill (father of Annah, a Stormblade) rages at you for a bit until Vhalantru defuses it
- Dalamus chats up Adric Gathrun (Epik sensed moderate evil on him) – a competitor of Maavu’s
- The Lathenmires provide a weapons demonstration outside, trying to exclude you from seeing it
- Celeste pulls you aside and introduces you to Davkhed Splintershield, a dying old dwarf who wishes you to find his son, Zenith who vanished on a trip into the Darklands 10 years ago
- He had divined that he is at a kuo-toa shrine, Bhal-Hamatugn
- Stormblades closed access to the Darklands from Cauldron
- Party has to travel to Crazy Jared’s
- Jared is crazy. He is being attacked by a red dragon who wants Jared to tell him “where his lair is” referring to someone or thing else and that “his father’s truce with Jared is null and void”
- You slay a cryohyrda, enter the Darklands, find the Temple (get your ass handed to you a couple times – we had 20+ round fight, there was a flying devil summoned, there was a trap with a room full of water, Sam was killed)
- You find, fight and capture Zenith (who is now leading these kuo-toa and is seriously deranged)
- During your fight, Zenith keeps mentioning the “Smoking Eye” and other craziness like “One of you will sacrifice your life for control of an ancient and forgotten evil!” or “One by one, the shadow conspiracy will devour you all “
- When you capture him, he goes waking catatonic and the Temple begins to collapse on itself.
- Underneath the Temple was a massive black dragon who shouts out as you depart “Run mortals, I shall find you ... you who come into this place I've called home, slain my children, and destroyed what they've built. Know this. The All-father will sniff you out, annihilate your homes, devour your children and wives and leave you with nothing. THIS I PROMISE! “
- On your trip home, you hear the ancient dragon flying around
- You return Zenith to the Cusp of Sunrise, but Celeste and Davked are both gone. Lord Vhalantru says Celeste asked him to take care of the reward and see Zenith to his father. She had to leave on an emergency errand
- You receive the Splintershield Vault as part of your reward (the chest into the massive extradimensional basement)
- Vhalantru takes Zenith away to the stables, waving to you
- Nowzai offers the clan banner and Vhalantru blinks in confusion before saying, ”Of course, I almost forgot that”Trying to raise Sam, you find the Church of Pharasma locked up
- Sam joins the Bluecrater Academy
- Sam learns about a once Pathfinder named Meerthen
Don’t forget all your dreams – they are also relevant, but much more vague … do you need me to recap them?