Dungeon Master S |
Last day before vacation, so today us going to be crazy at school for me. Will post book details asap. There is also an unknown aura in the room radiating Illusion (Glamer) and it's not the book.
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Dungeon Master S |
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Flipping through the book will take longer than any round based spells you've got going right now. The party's resident expert in Runelords is Mike (having played through Rise of the Runelords.) Knowledge questions about them is either Knowledge (Arcana), (History), or (Nobility). Each skill produces different results.
The book’s contents (also written in Infernal) were penned by someone named Sermignatto, and chronicle the various cruelties and torments inflicted upon the people of Thassilon by the runelords. The book, which smells faintly of brimstone, contains seven chapters, one for each runelord, but the chapter on Runelord Sorshen has been heavily notated in Ileosa’s impeccably fine penmanship. Ileosa seems to have been particularly obsessed with something called the Everdawn Pool, a device she believes still exists today in the ruins of a place called "the Sunken Queen." According to her many notes, this magical artifact granted Runelord Sorshen her immortality, and the gathering of samples of blood from thousands of “supplicants” is but the first step to replicating this achievement.
Once the Everdawn Pool is ready, it can draw forth the lifeblood of these thousands to infuse a single creature with eternal youth. In short, it seems Ileosa intends to sacrifice many of Korvosa’s citizens to attain immortality. Among the papers are lists of all the people whose blood she has surreptitiously gathered. It appears she follows the powerful as they cut their way to glory. Agents have extracted your blood from battles before. There's a list calling out particularly powerful donors, names like: Blackjack, Late King Eodred, Sabina, Warren, Miro, and Penn. After looking closely you find that each of you is on that list.
Gaius Lirsiiv |
Oh good. Added incentive. As if we needed any. Friends... It seems that we have evidence of The Queen's infernal activities right here in her own hand. Not a specific contract, but it's at least going to give lots of powerful friends a reason to help us assault The Sunken Queen. They, quite literally, have nothing to lose.
Morkeleb, can you think of anything? I don't have the education to know what more to make of this. Specifically, I want to know if there's anything that can be done here in Korvosa, quickly, to delay or disrupt the ritual.
If we're full on HP but low on spells, as it seems we are, I suggest we continue on . Time is short.
Gaius insists we take the book, though I probably can't carry it without encumbering myself. He takes the poison and the poison instructions. On The Job Training and all that.
Potentially stupid idea: Summon a Devil and buy a copy of the contract.
Ferox Kerr |
Before we continue though, one of our casters is 'pretty spent' and I bet Morkeleb is too after (the DM fizzled out all his best spells) all his magicking.
Odric looks around appraisingly, We are in pretty good shape as far as health, thanks to Grym's whack'em stick of healing and Gaius' spells.
*cough* *cough*
Dungeon Master S |
If Mike weren't at TotalCon he'd post that there's an unaccounted for Illusion (Glamer) in the room still.
Thorgrym the Tracker |
If Mike weren't at TotalCon he'd post that there's an unaccounted for Illusion (Glamer) in the room still.
Can we go through the room touching everything and searching for what the illusion is hiding?
Perception 1d20 + 25 ⇒ (11) + 25 = 36
Dungeon Master S |
You're describing a Take 20, which you can. Any spells measured in anything less than hours per level is now over.
Grym meticulously searches the room, eventually finding an invisible tube, a scroll case of some variety...
Gaius Lirsiiv |
You're describing a Take 20, which you can. Any spells measured in anything less than hours per level is now over.
Grym meticulously searches the room, eventually finding an invisible tube, a scroll case of some variety...
I *think* I still have an Invisibility Purge left if we need it to open the case.
:)
If we need it, I'll cast it.
Sandor Stouthammer |
I'm pretty spent. I need to rest soon. We don't have to leave the castle though--we have a scroll of Magnificant Manse.
The wonderful think about divine casters is that they don't need to rest, just pray around the designated time frame every 24 hrs.
Dungeon Master S |
Because I'm impatient: Gaius casts the spell, and in Grym's hand appears a massively detailed scroll case of gold and rubies, worth a fortune (Morkeleb says 3,000 Gp.)
Inside is another piece of, literally, damning evidence.
Anyone can make a Knowledge (Planes) check for additional insight.
Dungeon Master S |
Morkeleb surmises that the devil Sermignatto has agreed to provide Ileosa with infernal aid, minions, and even a bound devil to augment Ileosa’s body and mind in return for her promise to turn over part or all of Korvosa to the bdellavritra and his unspecified superiors once she has finished her current goals. Destroying the contract won’t free Ileosa from the payment she promised or release the devils from her service, since a copy of the contract has been safely filed away in the Fallen Fastness in Dis.
Gaius Lirsiiv |
Sorry, Boss. I should have been clearer. Wanted to try to open the case with touch, but if that wasn't good enough, I did still have that last Invis. Purge in the pipe.
Good. Very good. A contract and a hit list.
Dungeones? I think if we can find the priest, we can evacuate the castle and brief Cressida and the resistance before heading off for The Sunken Queen.
Mork, would these names be the true names of the devils? That's info we can use.
Odric the Stout |
After Morkeleb thinks about the Planes for a bit and tells the group all he knows, Odric does a quick check to make sure everyone is healed and ready to proceed.
I gathered from the responses that we are going to look for the prisoner Ashanti (or whatever his name is)...
Odric gathers up whatever Morkeleb points out as valuable and stores it in his various pouches, the Portable Hole, and in his pockets.
The group carefully makes their way down into the bowels of the castle, where the bones of Venster Arabasti were laid to rest and recovered. Once there, the group lines up for some exploration.
Map updated
Ferox, Cricktik, Grym, Gaius, and Bucho listen
Perception, Ferox: 1d20 + 25 ⇒ (7) + 25 = 32
Perception, Cricktik: 1d20 + 18 ⇒ (7) + 18 = 25
Perception, Grym: 1d20 + 25 ⇒ (19) + 25 = 44 (Includes Favored)
Perception, Bucho: 1d20 + 11 ⇒ (4) + 11 = 15 Add Favored Enemies
Perception, Gaius: 1d20 + 18 ⇒ (14) + 18 = 32
Gaius then checks for traps
Perception, Traps: 1d20 + 20 ⇒ (20) + 20 = 40
Dungeon Master S |
It appears to be an empty tomb, and indeed with just a cursory look you confirm that it's unused. Moving on to the east, you find more of the same....
Dungeon Master S |
Did someone mention searching the uknown? I THINK SO!
A passageway leading to the southwest seems to have once been closed off after only a few feet by an ancient brick wall, but a human-sized hole has been smashed through it.
Odric the Stout |
Can you mark it on the map?
Gaius Perception: Traps: 1d20 + 20 ⇒ (5) + 20 = 25
Odric ventures in, weapon ready. Behind him, Bucho leads Grym, with the brindle dog's hot panting breath close on Odric's heels. Sandor is standing back, around the corner, with Morkeleb and Ferox. The ranged party members are behind whatever cover they can find, and Sandor trusts to his newfound speed to join melee quickly should he be needed. Cricktik is with Ferox, and is watching and sensing ...thoughts?... to the rear in order to make sure the group isn't ambushed.
After the lightning bolt seared the entire party, the Upturned Cup learned not to be in a straight line anymore. Odric lost sight of Gaius a few moments after the rogue checked the opening for traps. The warrior is fairly certain his rogue companion is close at hand, hiding in the shadows.
Dungeon Master S |
Map is up to date. Opening is full hallway. Will update auto soon.
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Dungeon Master S |
The walls of this elongated chamber are decorated with bas reliefs depicting a great market in a bustling city. The floor is littered with debris and fragments of ceramic, glass, and bronze, as if hundred of containers were smashed to pieces a long time ago. Four alcoves in the southwest wall each contain a statue of a kneeling servant with an over-sized head, but the statues are too crumbled to be otherwise recognizable.
Before continuing, who has the light source and how powerful?
Dungeon Master S |
Serithtial will cast light if you want.
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Thorgrym the Tracker |
Thorgrym telepathically asks his incredible blade Serethial to cast light. The party continues to explore the dungeon.
Yes, Thundar is happy carrying the SunSword
Dungeon Master S |
Odric the Stout wrote:Thorgrym telepathically asks his incredible blade Serethial to cast light. The party continues to explore the dungeon.Yes, Thundar is happy carrying the SunSword
So many of the cartoons of our youth have not held up well (He-Man I'm looking at you.) THUNDARR is WAY WAY better now than when I was a kid. It's art. The whole series is cheap online. I promise, it's worth it.
Dungeon Master S |
perception: 1d20 + 22 ⇒ (10) + 22 = 32
The party walks into the room, and as the light falls on the worked stone, you each feel what can only be described as a much more powerful and overwhelming mind brush against your own—a brief contact that could potentially leave everyone in the room held in place, paralyzed, in a combination of awe and humility....
Using initiative to track Will saves, which I need from everyone.
Ferox: 1d20 + 10 ⇒ (12) + 10 = 22
Gaius: 1d20 + 3 ⇒ (20) + 3 = 23
Grym*: 1d20 + 13 ⇒ (19) + 13 = 32 (Includes Favored)
Morkeleb: 1d20 + 5 ⇒ (6) + 5 = 11
Odric: 1d20 + 4 ⇒ (3) + 4 = 7
Sandor: 1d20 + 8 ⇒ (19) + 8 = 27
Dungeon Master S |
Saving throws:
Grym: Roll
Sandor: Roll
Gaius: Roll
Ferox: Roll
Morkeleb: Roll
Odric: Roll in shame
Dungeon Master S |
Odric immediately stops moving. It's a split second before people realize that he's paralyzed...
Saving throws:
Grym: Roll
Sandor: Roll
Gaius: Roll
Ferox: Roll
Morkeleb: Roll
Odric: Rhode Island
Dungeon Master S |
Bucho's animal body and mind isn't the intended effect of the spell, and the dog is fine (as is Cricktik.)
Saving throws:
Grym: Safe
Sandor: Roll
Gaius: Roll
Ferox: Roll
Morkeleb: Roll
Odric: Rhode Island
Sandor Stouthammer |
Will Save: 1d20 + 8 ⇒ (5) + 8 = 13 (Immune to possession and mental control (including charm and compulsion effects like command and charm person), +3 vs. fear); +2 vs. poison, spells, and spell-like abilities
Dungeon Master S |
You've seen this before, Morkeleb has caused this kind of paralysis...
Saving throws:
Grym: Safe
Sandor: Paralyzed
Gaius: Roll
Ferox: Roll
Morkeleb: Roll
Odric: Rhode Island
Dungeon Master S |
Saving throws:
Grym: Safe
Sandor: Paralyzed
Gaius: Safe
Ferox: Roll
Morkeleb: Roll
Odric: Rhode Island
Dungeon Master S |
Ferox freezes in place, paralyzed by the light!
Saving throws:
Grym: Safe
Sandor: Safe
Gaius: Safe
Ferox: Paralyzed
Morkeleb: Roll
Odric: Rhode Island
Dungeon Master S |
The party walks into the room, and as the light falls on the worked stone, you each feel what can only be described as a much more powerful and overwhelming mind brush against your own—a brief contact that could potentially leave everyone in the room held in place, paralyzed, in a combination of awe and humility....
Ferox and Odric succumb to the presence, but the others keep their faculties.
From each alcove, surrounded by a nimbus of near-blinding light, strange creatures appear, and look something like an emaciated child with clawed hands. Knowledge (Planes) to identify
Added: 1d20 + 7 ⇒ (7) + 7 = 14
Round 1:
Grym: Go
Sandor: Go
Gaius: Go
Ferox: New Save
Baddies: TBD
Morkeleb: TBD
Odric: TBD
Gaius Lirsiiv |
Gaius takes advantage of his quick reflexes and moves to stand with Ferox. He lashes out with Flagg at one of the strange creatures.
Flagg:1d20 + 17 ⇒ (14) + 17 = 31 Vs. Blue
Damage on Hit:1d3 + 3 ⇒ (1) + 3 = 4 plus Sneak Attack 2d6 ⇒ (5, 1) = 6
What in The Hells are these things?
Morkeleb the Mighty |
My will save was botted--thank you--at 26. I believe that is sufficient?
Know (Planes): 1d20 + 25 ⇒ (5) + 25 = 30
1) how to best kill
2) how they will kill us (reworded: how to best defend)
3) whether they're evil/want to kill us by default, or "just misunderstood" and are just guarding
4) do they typically have a master (short- or long-term) on the Prime Material plane in order to get/be here
Dungeon Master S |
Gaius quickly takes action, lashing out at the strange monster. Flagg seems to work just fine though, which gives him more hope than before.
A Shining Child! An evil being from the realms beyond. You've only vaguely heard of these things. You know only that physical damage harms them like any other creature.
Round 1:
Grym: Go
Sandor: Go
Gaius: Hit
Ferox: New Save
Baddies: TBD
Morkeleb: TBD
Odric: TBD
Blue: 10