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

She's stable.


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 had previously said she would make sure she is dead, but would step back and not coup de grace her when she sees Rigar attending to her.

Stepp away from the evil cleric Cadas asks Rogar. What do you plan for that one? She is fully given to the Mother of Monsters and is becoming a monster herself. Her belly may hold an abomination as well. It is a kindness to all to end her life now. That is my council at least.


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

"I understand Cadas, and I vill let you give her justices soon, but first I am vondering vhat drove her to the madness, and vhat might she know. I'm unsure if ve have the means to break her, but I vould like to question her before ve hang her."


Inactive

"Careful, Rogar - you break it, you buy it!" quips the jester enigmatically. Robin checks out the big sword. Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25

"Isn't this a pretty one. Shines like new! It's like she never even got to lift it." Robin beams proudly at the effectiveness of his magics.


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

Nodding to Rogar Cadas takes some time to remove any possible holy symbol and material component from the evil woman. What if she can use her hand as a holy symbol to channel negative energy or to cast evil spells upon us? We much bind and gag her. Cadas will proceed to do so.


Cadas successfully binds the unconscious Nualia.

Anyone claiming her loot? Leaving it, or just piling it up for sale?


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 would like the breastplate but cannot use the sword. Its too big for Robin and Rogar will not use it. So I guess it gets sold. She recommends Rogar take the pendant. Its provides a good resistance boost and the extra health on demand once a day is right nice. Plus while you wear it its nice to know that if you are killed you cannot become an undead. The enchantments there will prevent it.

I think that is how it will work anyway.


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

Rogar sneers at the pendant.

"Vhat vile power does this represent?"


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 does not want to deceive the dwarven ranger so she explains it as plainly as she can. It represents these Thasalonian wizards somehow. But these run e wizards had both good and bad sides. I do not think they were all evil. It does hree things as best understand it. It provides a permanent boost to resistances much like my spell of the same name. This is abjuration magic and is not vile in any way. There other two magics are from the school of necromancy but are not evil in any way. One lets you bolster your health and vitality for a few hours once a day and can let you take another hit in a fight before you go down. The last lets you preserve a dead body for a few days so that it does not decay. This can be useful if we wish to have a body raised or presented to a grieving family, sparing them the normal stench and decay. It has the added benefit of preventing a body from rising from the dead if slain by certain undead or ensorcelled by evil priests. So, necromancy yes, but vile, no.


Inactive

"So, do we want to wake Nualia up? Or try door number 2 first?" Robin takes a peek at that door. Perception: 1d20 + 8 ⇒ (4) + 8 = 12


The door to the south is not trapped, and nothing can be heard from the other side. Opening up the door, Robin is a bit surprised to see nothing more than a 10' passage with another door on the south wall. Shrugging he proceeds to the inner door, which also appears safe.

He opens the inner door, and finds a large L-shaped room. The southern wing ends in a pair of stone doors which are carved to depict two skeletons reaching out to clutch a skull between them. To the east, the hall narrows to a frame a circular carving of what appears to be an immense stack of gold coins which rises from the floor to the ceiling, blocking any progress past it. The edges of the coins are carved with unusual spiky ruins.


Inactive

"Hey, come take a look at the carvings in this place!"

Any chance Robin knows a thing or two about the skeleton carving or coins? Knowledge (local / history / nobility): 1d20 + 9 ⇒ (12) + 9 = 21

He'll also check for magic. Detect magic.


The builders of this complex were far and away more ancient and arcane than anything Robin knows about. He doesn't recognize any of this. The golden pillar, however, does radiate as magical, a single moderate aura.

Know Arcana DC 21:
You determine the aura is from the illusion school of magic.

(separate check)Know Arcana DC 26:
The spell effect in place is [url=http://paizo.com/pathfinderRPG/prd/spells/permanentImage.html#permanent-image]Permanent Image
.


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 also casts detect magic, but reads nothing from the spell other than the magic. She then examine the area closely, taking 20. Perception: 20 + 10 = 30

Cadas it not trained in Arcana. Clerics just have too few skill points.


Cadas' painstaking efforts to search the room are rewarded. She finds, along the either side of the gold pillar, tiny, almost invisible, coin-sized slots. It is also apparent from her search that there is a hollow space of some kind behind the pillar.


Inactive

"Hey Malcolm, what do you know about this place? There's definitely something magical here. Hoping we can get an arcana roll from Malcolm.

"Seems to me it couldn't hurt to stick some coins in these slots. Now, we just need the right coin..." Robin seems to be searching his pockets intently as he says this, but as he pulls his pockets inside out, they are completely empty. "Hm, seem to be fresh out. Mind if I borrow a few, Rogar?" He reaches under Rogar's beard... Sleight of Hand: 1d20 + 7 ⇒ (19) + 7 = 26

"Aha!" Two coins appear in Robin's hand. "Trust a dwarf to know how to stash precious metals." He hurries back to the pillar and puts two gold coins in the slots.


Malcolm Know Arcana: 1d20 + 11 ⇒ (3) + 11 = 14
Malcolm Know Arcana: 1d20 + 11 ⇒ (14) + 11 = 25

Malcolm studies the magical auras and shakes his head sadly. "I fear the magic here is beyond my simple means to understand." he says in a most frustrated voice.

Robin, ever curious, pulls two gold coins out and slides one in each slot. At first nothing happens, and the halfling is about to make a snide comment, but a heartbeat later, a loud grinding sound begins, and the large gold pillar noisily sinks into the chamber floor, revealing more of the hallway beyond.

Here the hallway splits in three, with a set of stone double doors at the end of each branch.

I must say of the groups I have run this with, so far you are the only ones to have actually found the slots and opened the pillar. Interesting.


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

Mhh. I was gonna recommend we rest before moving forward... I hope we do not regret finding this. :)


Inactive

"Jackpot!" Robin takes a look around for any tracks or signs of wear that suggest which doors have been used recently. Perception: 1d20 + 8 ⇒ (10) + 8 = 18

If they all look the same, he'll suggest the door to the East.


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

I'll post later this morning, sorry had a huge client review last week


HP 40/40 | AC (22) 20 T 13 FF 17 | F +8 R +6 W +2 (+2 vs betraying allies) Female Human (Varisian) Cavalier 4 (Sister-in-Arms) | AC 20 T 13 FF 17 | HP 40 | F +8 R +6 W +2| Init +3 | Per +6 | S.M. -1

.


Past the point of the sinking gold column, it appears nothing has disturbed this area for centuries. The dust is thick on the floor, and no footprints can be seen in it (except your own).

All the stone doors look basically the same, inscribed with various spiky runes, most that you don't recognize. The doors to the south are also made of stone but bear no handles. An indented outline of a seven-pointed star, its shape covered by hollows and slits, graces the spot where handles should be.

The doors to the north and east have normal handles and do not appear to be locked.


Inactive

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
After checking the door to the east, Robin will give it a pull.

Silver Crusade

Male Human Scribe/0

Rogar also looks.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


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 hangs back, allowing the Bard to scout and look for traps and clues.


There don't appear to be any traps on the eastern door, so Robin give it a pull. For as heavy and old as it is, the door swings open easily and noiselessly.

The room contains three low tables, their tops covered with a strange and chilling selection of tools, saws, long-bladed knives, and objects whose purpose is not readily apparent. A strange collection of bones lies near the southern table -- too many to be one skeleton, but too few to be two.


Inactive

Map needs to be updated I think.

Robin checks the room for magic, and looks for any signs of movement or life / unlife. Particularly as to the pile of bones. Perception: 1d20 + 8 ⇒ (17) + 8 = 25

"I wonder who's the old bag of bones that was living here?"


Map is updated, sorry I forgot to get it finished earlier.

Nothing magical is detected in this room. The bones appear to be the skeleton of a two-headed man. It appears a smaller man was growing from the back of a larger man before both unfortunates died here. As you touch the bones, they crumble to dust.


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 will make a point to close all doors behind her. She is mindful that the half demon woman was trying to summon or free something down here.


Inactive

"And who says two heads are better than one?"

Robin peruses the tools. Does it look like they were being used to saw the man apart?

Other than that, he's ready to try the room to the north.


The tools on the table do appear to surgical tools and are exquisitely made, perhaps even valuable to the right buyer, but don't seem to be like any surgical tools you've seen before. Whether to cause pain or cure it remains in question as you look at the shapes of some of those devices.

While pondering the use of a particular nasty device, you see another item on the table top that doesn't look like a surgical tool at all. Rather, this item appears to a silver-and-gold seven pointed star, one surface covered with nodules and blades, and the other a thin, curved handle. This object is just about the right size to fit in the seven pointed star shaped indentation on the door to the south...


Inactive

"Well lookee here!" Robin plucks the star-shaped device from the table. "Let's see if the door to the North has anything interesting."

He will head on over there.

Is it possible to question Nualia concurrently to speed up gameplay?

-Posted with Wayfinder


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

[b[Wait.[/b] Cadas says. We are not at full strength. If we are to try to handle whatever might be locked away in there, should we not rest and regain our full might?


Inactive

"Oh don't be such a worrywart. If there's anything down in these little rooms, it's been dead for a long time. We can save whatever's behind the locked door for the next time we visit."

Door to the North shouldn't be too scary, and we still have lots of spells. Maybe we can save the rest of the complex for when we get our new party members?


This barren room contains an upraised dais on which sits a marble throne. To either side stand statues of a man clutching a book and a glaive. A ghostly figure seems to be seated in the throne, an image of the same man who appears in the statues. He seems to be addressing an audience as he moves his hands about, fingers decorated with hooked rings, but the words issuing form his phantom mouth are difficult to make out and in a strange language.

Linguistics DC 25 or Thassilonian language:
His spoken words are in Thassilonian, and repeat the following short message over and over:"...is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you...'


Inactive

Robin pulls out his scroll of comprehend languages and uses it.

"This guy sure has a big ego. The image keeps saying the same thing:

"...is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you..."

"Anybody know who Alaznist or this guy is? Seems like he was the leader of some people who were about to get wiped out. Why would he build a monument to memorialize that?"


I swear I made a post for you guys on Friday, but apparently I failed to confirm it before navigating away somewhere, sorry.

None of you have heard the name Alaznist, or seen the man in the image before, but you get the sense that they may be important to you in teh grand scheme of things. Perhaps remembering them to ask others about might be a wise idea.

Are you guys trying out the final room down here, backtracking to another place, or leaving Thistletop for Sandpoint? Or something else, I guess?


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 would like to completely explore this place before leaving, as I do not really want to come back. I honestly cannot recall when we rested last and what resources we are down though. I do not think we rested since we had the boss fight, right?


Inactive

Robin is practically at full resources, as should most of the party, as Nualia went down quite easily. Robin just spent that one Hideous Laughter. Lost no hit points. So long as we heal up, we should be fine to finish this. What's everyone's HP status?

Robin takes out his wand and starts to heal any wounds as needed. Once that business is done, he readies himself by the door to the south, the 7-pointed star key at the ready. If it looks like the party is in agreement, he will turn it.


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

My one spell is gone, but that's no big deal. I'm at full HP and am happy to go forward.

"Little fool, the vorryvart is right to be nervous. Vhat is beyond those doors may not abide by your notions of average lifespan."


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 is down 12, as shown in her status.


Inactive

Robin heals the worried cleric with a few taps of his wand.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
43 charges remaining, I think.

"Well, I bet there's treasure to be had down here. This might've been the vault of some great king!"

After taking a cautionary look at the door, he goes ahead and opens it. Perception: 1d20 + 8 ⇒ (17) + 8 = 25


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 stands ready.


You guys rested not long before the Nualia fight, spending the night in the cellblock where you found Malcolm. A few resources were used in the fight against the aasimar, but you still have some. Cadas has two channels left, as well as a potion of CLW and another of CMW. She used her Burst of Radiance spell, and one round of Enlarge, but I believe that is all.

I will have the description for the other room up tonight, I don't have the text with me to refer to at present.


This room is lit by a ten-foot-wide pit of flickering fire that fills the room with a strange humid heat and the smell of burning hair. In the northern corners of the room, wooden risers each hold several dozen golden candles that burn without melting, while to the south the wall bears an immense carving of a seven-pointed star.

Perception DC 18:
You hear a faint growling sound, as of some large predator, but there doesn't appear to be anything visible in the room.

Perception DC 38:
You see a faint flicker of movement in the far southwestern corner of the room, as if some large hulking creature were moving there, changing the shadows.


Inactive

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Robin sniffs the air. "Huh, what's cooking?" Robin hesitates to enter the room further, being rather disturbed by the place.


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

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Some large predator hidden from our sight prowls there. Cadas warns as she casts Shield of Faith upon herself.


Inactive

Robin begins to motion the party backwards. "Hang on, I've got an answer." Once everyone can back up a few feet Robin will cast Glitterdust, targeting the center of the room. 10 foot radius should catch the middle of the room; does not catch the far sides though.


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

Rogar listens intently.

1d20 + 9 ⇒ (3) + 9 = 12

He grimaces at his inability to detect the creature and pulls a javelin out.

"Vhat on earth could it be??


Initiative:

Rogar: 1d20 + 4 ⇒ (12) + 4 = 16
Robin: 1d20 + 5 ⇒ (1) + 5 = 6
Cadas: 1d20 + 1 ⇒ (14) + 1 = 15
Malcolm: 1d20 + 2 ⇒ (5) + 2 = 7
Korvek: 1d20 + 1 ⇒ (5) + 1 = 6
Malfeshnekor: 1d20 + 6 ⇒ (8) + 6 = 14

Malfeshnekor - Round 1

16 Rogar
15 Cadas
14 Malfeshnekor
7 Malcolm
6 Robin
6 Korvek

Honestly, I meant to move to rounds as soon as you had Perception rolls, so you'll have to back up your casting and weapon preps to the associated actions. Rogar and Cadas are up in rounds, even if you can't yet see the threat, you know one is there. Do you want to move or just stick with previously posted actions? This is an epic battle for a 4th level party, so I will tell you now there is no shame in running.

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