Kelvor of the Shundar-Quah
|
"Lamashtu! The demon? How is she 'proving her faithfulness' dare I ask?"
By the heavens, what lurks here in the heart of Varisia? thinks Kelvor.
| Ezren Lantzkev |
The half blooded angels, born of human and angelic ancestry suffer often as much as their fiendish counterparts, although to shun such a lineage for an infernal one is beyond me! Lamashtu I believe is the goddess of monstrous creatures and births. If a god is involved in this womans life, the raids may mean more than we first though!
1d20 + 4 ⇒ (19) + 4 = 23
Omrax the Bold
|
"We must stop this vile pestilence now before it gets out of hand! . "
Anything of interest behind any of the doors in this hallway? If nothing but more chambers then Omrax is eager to find this Nualia demon worshiper and foil her plans.
He will scan each room for evil as he opens them..
Gazmold Grunkin
|
If there is nothing to find in the rooms, Gaz will head back out into the main entry room, where they came down from upstairs.
I assume with the captured guys telling us about the place and being so forth coming he would tell us where we could likely find Nualia?
Gaz will check the door the captured man mentioned was in the direction for the fastest path to their new adversary, still checking for traps, not relying on the word of the man.
Take 10 - 19 to hear anything on other side, 20 to find traps
Omrax the Bold
|
Omrax moves back into the main room after clearing through the other (bedrooms?)
I opened up the rooms on the map .
"Hey, Mister. " to the mercenary...
"What is your name? And which of these doors leads to Nualia and any others working for her? If you cooperate, things will go better for you. "
diplomacy : 1d20 + 11 ⇒ (5) + 11 = 16
DaWay
|
D7-D10, he doesn't know anything about
D12 is a shrine to Lamashtu and he doesn't want to go back there
D3 is a goblin nursery-The walls of this room are lined with small wooden cages. Inside each cage is a dirty mound of straw.
D4a is Tsuto's Chambers-This room is clean and well organized. A low dresser to the southwest has a stack of papers sitting atop it, weighted down by a large chunk of obsidian, while to the northwest sits a well-made bed.
D4b your in
D4c-Lyrie's chambers- While this bedroom is clean and brightly lit by an everburning torch lying on the nightstand, its spartan decor makes it unclear whether it’s actually lived in.
D4d Bruthazms's chambers -This bedroom has a faint musty odor. The bed
is covered with matted gray and black hair, and bloodstains mar the stone floor, while a morbid stack of birds’ feet lies heaped on the floor by the
side of the bed.
D5 Nualia's Chambers- This large chamber seems to serve a dual purpose.
To the north is a fine bed with silk sheets, while
to the south, a desk and chair under a hanging
lantern make a comfortable-looking study.
D6 Storage Room-Crates, barrels, and mounds of miscellaneous
refuse lie heaped against the walls here. To the
north, the sound of crashing surf echoes
D7 ?
D8 ?
D9 ?
D10 ?
D11 Chapel Entrance-Two large stone doors sit in the western wall
here, their faces carved with images of horrific,
deformed monsters clawing their way out of
pregnant women of all races.
D12 Chapel to Lamashtu- been there once don't want to go back
D13 Goblin Art Gallery- The lower four feet of the walls in this empty room
are covered with crude drawings in mud, blood,
and paint. Most of the drawings show goblins
engaged in some sort of violence against humans,
horses, or dogs. One picture on the north wall
is at least three times the size and complexity of
the other scrawlings. This image shows Thistletop
from the side, the goblin stockade perched atop it
like a crown. A cave has been drawn into the center
of the image, and looming inside is what appears
to be an immense, muscular goblin with snakelike
eyes and a dogslicer in each taloned hand. If the
scale compared to the rest of the drawing is to be
believed, this goblin must be at least thirty feet tall.
D14 War Room- A large table surrounded by chairs fills much of this
room. A slate board to the north is covered with
scribblings in chalk, but the map of Sandpoint that
has been carefully inscribed on it leaves no doubt
as to the purpose of this room—this is doubtless
where the recent raid was planned.
D15 Research Room where Lyrie spends her time-A large wooden worktable sits in the middle of
this room, its surface cluttered with scrolls, books,
stone tablets covered with dense, spiky runes,
and fragments of carvings that appear to have
been chipped off of statues or bas-reliefs. To the
north, a floor-to-ceiling set of wooden shelves
sags with picks, shovels, brushes, lanterns, and
other equipment one might expect to see at an
archaeological site.
Omrax the Bold
|
"Well Mr. Vancaskerin that is the kind of cooperation we like. While you did leave out the current whereabouts of Nualia, we understand you may not know exactly where she is at the moment. Any ideas on where she spends her time would be helpful. "
Turning to the others...
"We can start with her chambers or the chapel. Even if she is not in either location, they may provide clues to her location or motivations . At the least, I would want to ensure the chapel is not being used for dark purposes or sacrifices. "
Kelvor of the Shundar-Quah
|
"Who is Lyrie?" asks Kelvor of Vancaskerkin.
Kelvor of the Shundar-Quah
|
"Is this Lyrie another demon thing, like the Nualia you spoke of?"
DaWay
|
Nualia spends most of her time in the shrine to Lamashtu. I don't know where that damned wizard lyrie currently is though.
Sorry for the lack of posting. The move 3000 miles across the US went well. I have secured housing and employment for my self and my family and will have Internet again on Friday where my posting should pick up again. Thanks for your patience.
Omrax the Bold
|
"As we said upstairs,I do not like the idea of leaving doors unopened behind us."
Omrax will open the doors to the south to ensure they are empty (also was there anything of value in any of the bedrooms (assuming no occupants were found).
DaWay
|
The only treasure's available were in Lyrie's bedchamber and was an everburning torch. Moving to D9:
The southern wall of this room is a bank of cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.
Omrax the Bold
|
" Mister Vancaskerkin, if you continue to be helpful and lead us through this place to Nualia, we will keep you with us. If you have any other plans or work against us, we will be forced to lock you in here. Understood? Are you certain you know nothing of these cells or if any prisoners were here?. "
Depending on his decision, Omrax guides Vancaskerkin with him behind Gaz or locks him up.
DaWay
|
Vancaskerin merely shakes his head no.
The room on the right has no traps and leads to A dusty nest of rags, dog hides, and straw sits in the northeast corner of this room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall.
The room on the left Vancaskerin waits and says he is not going into that room that is the chapel to Lamashtu.
DaWay
|
Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display. A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, birdlike taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.
Two creature lurk in the shadows near the ceiling of the north and south parts of the room, lean in frame that look a little like jackals with somking red eyes and black fangs.
Omrax the Bold
|
Omrax moves up to the hallway but gives the gnome room to do his stealthy work. While waiting for the gnome he will tap himself with his cure wand to bring himself back to full.
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (2) + 1 = 3
2 more charges
Omrax the Bold
|
"Strong work, Sir Gazmold. I cannot speak for the others, but I do not like leaving evil to fester. Were these just more if the gobin dogs? They are not so tough. Was there any sign of Nualia? . "
He turns to the others...
"What say ye Sirs Farouq, Ezren and Kelvor? Take care of these now or on the way back? Or we clear this area and rest before going further?"
Omrax the Bold
|
Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Omrax will stay at the front of the group, trying to attack either of the hounds when within reach or blocking their attacks on his comrades.
longsword, power attack: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 for dmg: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Any round he is injured, he will swift action lay-hands to cure 1d6
Kelvor of the Shundar-Quah
|
Kelvor attacks immediately, attempting to close with the hounds and flank when possible.
Init: 1d20 + 3 ⇒ (14) + 3 = 17
longsword: 1d20 + 9 ⇒ (16) + 9 = 25 Dmg: 1d8 + 6 ⇒ (2) + 6 = 8
DaWay
|
Initiative Order
Farouq/Adjo, Kelvor, Yeth Hounds, Omrax, Gaz, Ezren,
Faroug and Adjo stride to close in on wone of the yeth hound, Faroup manages to land a hit but it's hide protects it from the sharpened blade (4 damage)
Kelvor moves to flank with farouq and Adjo landing a solid hit on the devil dog. (7 damage)
The Yeth hound that is surrounded howls. Everyone Will save DC 12 or be panicked for 2d4 ⇒ (4, 3) = 7 rounds
The other Yeth hound comes down from the ceiling attempting to take Omrax down by the throat. 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 2d6 + 4 ⇒ (2, 5) + 4 = 11 if successful trip: 1d20 + 7 ⇒ (11) + 7 = 18 and will DC 14 save or be shaken for 1 round.
Omrax stands and delivers a powerful blow to the creature. Slashing out with his trusty longsword. Drawing blood from the evil creature. (5 damage)
Gaz shoots the creature with his crossbow but is unable to penetrate the hide.
Ezren throws a globule of acid but it goes wide.
Rd. 2
Farouq
|
Will Farouq: 1d20 + 5 ⇒ (5) + 5 = 10
Will Adjo: 1d20 + 3 ⇒ (16) + 3 = 19
Farouq flees in panic, whereas Adjo continues to attack.
Bite: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 + 4 ⇒ (2) + 4 = 6