Rise of the Runelords by DM Doctor Evil (again)

Game Master DM DoctorEvil

Rise of the Runelord. Chapter 3

Hook Mountain Clanhold Overview Map

Hook Mountain Battle Mapb


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Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

I do not believe we did


YOu did not explore or investigate much the glowing orange pool in the Cathedral room. You did detect magic, I believe, and it was magical, and the aura was very strong, but not identified.

LMK if you want to open the door or backtrack. i think you had a good set of standing orders when exploring before, I suggest you give me another set now if you want to proceed. Example would be: listen at all doors, check for traps, if none, then open, with X, Y, Z as marching order. It'll speed up the back-and-forth for exploration.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Well, we gotta go back and look at that pool someday...


Inactive

Alright, then let's backtrack. I don't know what we're supposed to figure out while there, but we can mess with the pool.

"Let's see if that annoying quatchamacallit was dumb enough to come back to the cathedral." Robin twirls one of his new cold iron arrows in hand as he says this.

Once in the room, assuming we're all clear, Robin will very carefully study the pool. Perception Take 20 = 26. He will also try dipping a rag into it and sniffing it.


The Cathedral looks deserted. The dead bodies and gore you left in there yesterday are missing, however, when you return. The freezing temperatures seem to be emanating from the orange pool, which still glows with a moderate light (not as bright as when you entered the first time).

As Robin dips a rag into the pool, the rag freezes solid wherever it touches the fluid inside. The icy fluid has no discernible scent.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Cadas casts detect magic followed by Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Tinuviel does the same.

1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 +2 to determine the properties of an item


Inactive

"Looks like someone cleaned up in here. Who would've thought abominations were so fastidious?" Robin looks for any obvious signs of who came through and where they might have gone. Perception: 1d20 + 6 ⇒ (20) + 6 = 26.

He checks out the side rooms again, just in case.

Does using the pool seem to weaken the glow?


The pool emits a extraordinarily strong magical aura. However, the complexity of the magic makes it impossible for you to determine the properties of the pool using standard detection methods. Additionally, the magical aura is not quiet like anything you've ever seen before, the magic is slightly different, perhaps older, than current spellcraft.

Dipping the rag in the pool does not seem to diminish the glow from the pool. The side rooms are still empty and the floor is swept free of dust, debris, or trail of any kind. Looking really hard and well, Robin finds one tiny drop of the black blood of those things on the floor near the doorway.

The CL of this pool is 17 which makes ID'ing it either a natural 20 (auto-success) or a DC 32 Spellcraft check. I don't think any of you will hit that now. If you're curious about it's use, I will post a passage from earlier in the game where it was actually used. While it's been months in RL, it's been a day or less for your PC's so they'd probably remember, even if us gamers cannot.

DM Dr Evil wrote:
Shrieking, at you in rage, the tiny creature screams: "How dare you intrude on the Mother's sanctum." and she then slashes her wrist with her dagger, allowing her blood to fall into the orange liquid below her. The pool's glow brightens momentarily, then dims to less than before, as one of the strange aberrant creatures you encountered earlier emerges from the pool. Another of those strange creatures begins lumbering down the stairs in your direction.


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

"I can not make much out of it other than it's used for creating nasties and it's magic is both old and strong. Let's move on."


Inactive

Let's keep going!.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Rogar nods and begins to follow the tracks.


Following the standard order set as laid out by Robin until further notice.

The group leaves the Cathedral room still puzzled by the glowing orange pool, they soon end up back at the unopened door in the room with the statue of the angry-looking woman.

After listening at the door and hearing no sounds, they open the door quietly and carefully. The door opens with a sticky squeak and the party sees that this large chamber was obviously once a prison as testified by the twenty or so 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.

DM Rolls:

Red Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Green Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Rogar Per: 1d20 + 8 ⇒ (6) + 8 = 14
Robin Per: 1d20 + 6 ⇒ (16) + 6 = 22
Tin Per: 1d20 + 4 ⇒ (19) + 4 = 23
Cadas Per: 1d20 + 8 ⇒ (11) + 8 = 19
Smoke: 1d20 + 5 ⇒ (13) + 5 = 18

As you ready to enter, you hear a thump under the platform, and as you stop and listen carefully, the now familiar strange breathing sound of those shuffling monsters seems to be coming from under the wooden platform.


Inactive

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15

Robin puts his fingers to his lips, then motions for the party to split into two groups, one for each flight of stairs.


DM Rolls:

Red Monster: 1d20 + 7 ⇒ (8) + 7 = 15
Green Monster: 1d20 + 7 ⇒ (9) + 7 = 16

It's a DC 16 Stealth to get a surprise round on the monsters. Since no one else has rolled, I roll them below just on the off chance someone can make it.

Cadas STealth: 1d20 - 5 ⇒ (2) - 5 = -3
Tinuviel Stealth: 1d20 - 3 ⇒ (8) - 3 = 5
Smoke Stealth: 1d20 - 2 ⇒ (4) - 2 = 2
Rogar Stealth: 1d20 - 4 ⇒ (6) - 4 = 2

That's some outstanding rolling right there!. No surprise round.

The monsters under the platform hear your heavy tread on the creaky wooden floor, and come out from under looking for a fight. There are two, one on each side of the platform.

Initiative Rolls:

Cadas: 1d20 + 1 ⇒ (1) + 1 = 2
Rogar: 1d20 + 4 ⇒ (17) + 4 = 21
Robin: 1d20 + 5 ⇒ (2) + 5 = 7
Tin: 1d20 + 2 ⇒ (3) + 2 = 5
Smoke: 1d20 + 1 ⇒ (13) + 1 = 14
Red Monster: 1d20 + 5 ⇒ (20) + 5 = 25
Green Monster: 1d20 + 5 ⇒ (9) + 5 = 14


Ancient Prison - Round 1

25 Red Monster
21 Rogar
14 Smoke
14 Green Monster
7 Robin
3 Tinuviel
2 Cadas

One of the monster, lets out an unearthly (un-Golarionly?) bellow and rushes across the floor, leaping up the stairs.

Yes, that's right, another combat...Up to Rogar and Smoke to perhaps get a few good licks in right away.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Cadas must have been listening to how much noise her armor was making. :)


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Rogar takes a 5-foot step forward and swings his shield.

Shield Attack: 1d20 + 3 ⇒ (12) + 3 = 15

Boulder Helmet: 1d20 + 3 ⇒ (8) + 3 = 11

If Shield Hits Damage Bludgeon: 1d4 + 3 ⇒ (4) + 3 = 7

If Helmet Hits Damage Bludgeon: 1d4 + 3 ⇒ (4) + 3 = 7


Ancient Prison - Round 1 - continued

Rogar steps up and smashes at the creature with helmet and shield. The shield catches the creature full in the face bloodying it's nose as viscous black fluid runs down its face.

Smoke races to the edge of the platform and throws his javelin down on the monster on the floor below, but he stumbles on a loose board and the throw goes well wide of the target.

Green Monster makes it around to the top of the platform in it's oddly rapid gait, and lashes out at Smoke with claws and teeth, one claw rending the barbarian's arm and shoulder.

Smoke javelin: 1d20 + 3 ⇒ (1) + 3 = 4
Green Claw 1: 1d20 + 3 ⇒ (15) + 3 = 18
Green Claw 2: 1d20 + 3 ⇒ (4) + 3 = 7
Green Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Smoke Dmg: 1d4 + 1 ⇒ (1) + 1 = 2

Wouldn't be a fight unless Smoke got wounded. Ok, now Robin, Tinuviel, and Cadas up and at 'em.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Not being sure how tough these things are Cadas will bless the party then move over to threaten the one on smoke.


Inactive

Round 1

Robin steps closer, twirls his whip around and aims for the feet of the abomination near Smoke and Cadas.

Trip: 1d20 + 1 ⇒ (12) + 1 = 13

But doesn't have much luck.


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Boo summons an eagle. It should appear behind Mr Reddy next round.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Unless the Red Monster moves away from me, I'll assume it attacks me and return fire

Rogar continues his assault on the creature.

Shield: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Helmet: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Ancient Prison - Round 1 - concluded

Robin's whip flutters inconsequentially by the feet of the monster, as Tinuviel begins her summoning spell.

Cadas showers the group with blessings from Gozreh, and then moves forward to help Smoke in the fight.

End of Round 1

Quick to finish the round, once we got it started. Let's keep up the momentum.


Ancient Prison - Round 2

25 Red Monster (wounded)
21 Rogar
14 Smoke
14 Green Monster
7 Robin
3 Tinuviel
2 Cadas

Oblivious to the soon to be appearing eagle, Red Monster continues it's assault on the dwarf, who looks for an opening to shield swipe again. In a classic feint move, Rogar take a hit from the beasts claws, only to rebound with his shield and helmet both connecting causing the monster to reel backwards in pain.

Swinging his greatsword forward, Smoke cuts low at the beast, hoping to occupy it's attention so his cleric kinsman can work on it. The killing blow is deflected by the monster who then turns quickly to the offensive, slashing the exposed arm and shoulder of Smoke with it's nails and teeth for 9 more damage.

Red Claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Red Claw 2: 1d20 + 3 ⇒ (19) + 3 = 22
Red Bite: 1d20 + 3 ⇒ (7) + 3 = 10
Rogar Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Smoke Sword: 1d20 + 6 ⇒ (7) + 6 = 13
GS damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Green Claw 1: 1d20 + 3 ⇒ (15) + 3 = 18
Green Claw 2: 1d20 + 3 ⇒ (14) + 3 = 17
Green Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Smoke Damage: 2d4 + 2 + 1d6 ⇒ (4, 2) + 2 + (1) = 9

If you care, Smoke down to 16/27 hp.Robin, Tinuviel, and Cadas are up!


Inactive

Round 2

Robin delays until after Cadas and Tinuviel. But unless one of the abominations dies, this is what he'll do afterward:

Spoiler:
Seeing the barbarian taking a beating from the abominations, Robin tries to distract the creature.

"Hey pie face! That's right, you! By the time we're through with the pie, there'll be nothing left of your face except crumbs and gooey filling!"

Use Satire, -1 atk/dmg


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Cadas strikes at the creature and tells Smoke to step back by the dwarf after his next attack.

Trident: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 2 ⇒ (5) + 2 = 7


Ancient Prison - Round 2 - concluded

Finishing her summons, Tinuviel stands back as a majestic eagle appears behind Red Monster arching towards the beast, talons extended for a fearsome strike. While the creature avoids the razor-sharp talons, the bird's snapping beak catches the monster tearing a long strip out of it's flesh. The overwhelmed monster collapses in a heap as the eagle screeches a victory call.

On the other side of the platform, Cadas spears the other monster with her holy weapon. The trident sinking deep into the flesh of the foul beast, such that she has to jerk it free, with a loud sucking sound.

Throwing jeers and insults out, the Court Bard's words seem to have no effect on the aberrant monster.

Satire:
Satire is a language-dependent, mind-affecting ability that uses audible components. These creatures don't speak Common or share any Language with Robin. The satire, while a good idea, will fall on deaf ears, so to speak.

Eagle Talon 1: 1d20 + 3 ⇒ (1) + 3 = 4
Eagle Talon 2: 1d20 + 3 ⇒ (7) + 3 = 10
Eagle Beak: 1d20 + 3 ⇒ (18) + 3 = 21
Beak Dmg: 1d4 ⇒ 4

End of Round 2

One of the fell things is dead, the other wounded. Let's see what happens in Round 2


Ancient Prison - Round 3

21 Rogar
14 Smoke
14 Green Monster (wounded)
7 Robin
4 Eagle (last round)
3 Tinuviel
2 Cadas

Alright, Rogar up next.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Rogar takes a five foot step and swings his shield at the abomination. As he swings he gets close enough to drive his helmet forward.

Shield: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d4 + 3 ⇒ (1) + 3 = 4
Boulder: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 1 ⇒ (3) + 1 = 4 forgot, I don't have double slice.


Ancient Prison - Round 3 - continued

Both of Rogar's smashing attacks hit the beast, knocking it slightly off balance. Smoke follows up those hits with a mighty swing of his greatsword, the blow splitting the off-balance monster nearly in twain. As the fight ends, the summoned eagle screams loudly and disappears as quickly as it arrived.

Smoke GS: 1d20 + 6 ⇒ (15) + 6 = 21
GS damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

End of Combat

I think only Smoke and Rogar took hits that fight (11 and 2 hp respectively). Tinuviel cast a summon spell, and Cadascast Bless, Robin had 1 round of ineffective satire (like SNL lately, I guess), and Smoke recovers his thrown javelin. You each earn 240 xp for killing these things; makes cumulative total 2829/3300 or about 76% to level 3. Time to start thinking about those new abilities and skill points...


Inactive

I just realized there was totally a secret door we missed!

"Let's take a look around." Robin heads down the steps to look at the jail cells and the room generally, careful to avoid any rotten stairs in the process.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Cadas Tries to close some of Smoke's wounds before channeling to heal everyone.

Cure Light, burning Shield of Faith: 1d8 + 2 ⇒ (1) + 2 = 3

Channel: 1d6 ⇒ 1

That was some poor healing :(


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Rogar looks around the prison, searching for any clues.

Survival Tracking: 1d20 + 8 ⇒ (20) + 8 = 28

And then looks for signs of travel.


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

Boo pets the eagle before it poofs. She then looks for the door.

Perception 1d20 + 4 ⇒ (4) + 4 = 8


The cells of the prison are either empty or hold the remains of skeletons that long ancient, the bones dry and brittle, many disintegrate to dust as you touch or disturb them.

One cell has a removable grate in the floor with an iron rung ladder drilled into the wall below. This leads down into the cavernous passageway, as indicated on the map.

The same footprints you saw outside the door look like they were made by these now-dead creatures. It looks a like they also traveled east down the passageway on the raised platform, but not to the extent they roamed in this room.

There is't a door, per se, in this room but the raised platform leads into a hallway headed east.

Thanks to the that display of healing prowess, all can get 1 hp back. Smoke gets two. But it's better than nothing...Say the word when you're ready to move on.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Smoke gets 4 total. Cadas will channel again, mostly to see if my (bad) luck holds.

Seeing that Smoke is still badly injured Cadas calls again on her god for help

Channel: 2d6 ⇒ (4, 3) = 7

That is a total of 11 for Smoke. Everyone full now?

She then casts Detect Magic to help search the room.


Thanks for the catch on the healing. Everyone should be full after that last batch.

The room is empty of any magical auras.


Inactive

Finding nothing of interest in this room, Robin is ready to move forward. "Onward!"


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

So, two ways out of here - East on the platform or back South through the Tunnel, right? What is under the platform?


The space under the platform is big enough for a man to stand upright, but has not other interesting features. It is surprising clear of dust or debris for a confined space.

The only way that you haven't explored is to the east, and I'll assume that's where you go.

The wooden platform extends eastward then meets back up with finely finished stone floor in a passageway that traverses east for about 20' before opening into a chamber.

This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks, And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel. The room has iron-bound doors on the south and east.

As you enter, the morbid howling sounds you heard earlier repeat themselves, seeming to come from deep below you.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Doors out are both closed?


Yes


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

"Vhat in the seven hells is going on?" Rogar wonders aloud.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

It sounds like someone is being tortured. Could this be a haunt? I hate haunts.

Knowledge Religion: 1d20 + 4 ⇒ (9) + 4 = 13


Female Elf Wizard, 3, Per +4, Init +3, AC 13, Fort +2, Ref +4, Will +1 (Familiar: Raven) HP (18)21 (3/8 acid darts)

"On then?" Tinuviel asks.


Inactive

Robin does his usual thing and checks both doors for traps. He listens at the doors for where the sound is coming from.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

"Another fork in the road. Let's open the South door." The door on the right, implementing the current operating procedure.


F Human Shoanti [AC: 23/12 tch/21 ff; HP 83/95; Frt +9, Ref +5, Will +13; Perc +19/21 vs creatures] Cleric 10, Init:+1, Diplo +8, Heal +15, Sense Motive +15

Agreed. Cadas says looking to Rogar.


Male Dwarf Ranger 4 | HP 30/30 | AC 21 | T 12 | FF 19 | F +9 | R +9 | W +6 | I +4 | P +10

"Ve shall go south, then." Rogar says.

perception on door: 1d20 + 8 ⇒ (2) + 8 = 10

Perception Results:
It's a door.


The howling below you sounds very animal-like, but not any animal you've ever encountered before. It abruptly breaks off into silence again.

There is no trap or lock on the ironbound door. Listening at the door reveals no sounds from beyond and Rogar carefully pushes the door open.

The crumbling remains of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a now familiar symbol that represents a seven-pointed star. Large piles of rubble, covered throughout with papers, leather bindings, and the detritus of destroyed library litter the floor. Many of the papers seem to be covered with the same spiky writing that you say glowing on the walls before. The characters are strange and the language unintelligible.

Know Religion DC 10:
It doesn't take much inspection to see this was once a library or study for a follower of Lamashtu, the Mother of Monsters. Remnants of many well-known evil texts lie in the shambles that covers the floor.

None of the stone doors are trapped or locked either, although one does stick a bit when pried open. Inside each door is a small cell. Each cell is occupied by a remarkably well preserved skeleton. Each skeleton appears to be of a badly deformed humanoid. The first having three brittle arms, another with an enormous misshapen skull, and the last with a ribcage that extends all the way to it's pelvis -- a pelvis with stunted leg bones strewn beneath it's strangely flat girth.

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