Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Honestly Stone i think we should get the authorities now, we have the judge here. That's proof enough that something was going on, enough to get the city to act Flynn walks over to the doors opening them regardless


Just for clarity, does Flynn go get the authorities first? And if so, where? The party will know about the gates across the river South in the Ordellia district where there is a garrison. Captain Uriana is stationed at the Arvensoar. If you roll a DC 15 Knowledge (Local) you will know the location of nearest the precinct.


Male Dungeon Master Dungeon Master / 21 levels

he's more waiting for a the others to chime in, see if anyone agree's


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

"We don't need them here before we search the rest of the place. If he starts to complain, we can just gut him like a fish and tell them he was another casualty of the fight."

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I am sure we will not need to kill an unarmed man. But we should make sure there is no one else hiding around here.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Very well then Flynn says curtly walking over to investigate and open the doors

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6
Flynn Elric wrote:
Very well then Flynn says curtly walking over to investigate and open the doors

Would you like to roll a perception check before you open the doors for say traps?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

perception for traps: 1d20 + 11 ⇒ (3) + 11 = 14

New i forgot something thanks


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Taking a moment to check for magical auras Elektra will search the justice for a spell component pouch or any other indication for his magic.


On the log splitter floor you find a large storage facility with a dozen Cultist robes, crates and a barrel. The barrel currently contains three bags with 100 gp in each; three potions; a beautiful crystal decanter set with an obsidian stopper, worth 300 gp; and a tiny wooden box containing three poorly cut diamonds, worth 200 gp each.

As you search around the room, you will notice dried blood amongst the sawdust. Also, caught on some of the tools, bits of gristle. There were two mostly unused storerooms.

The double doors were locked with a sophisticated mechanism. Flynn will not find a trap. He will recall keys found on Ironbriar. They easily open the complicated lock. You see a gruesome sight as the walls of this room bear macabre decorations— human faces stretched flat over wooden frames by strips of leather or black twine. Each face grimaces in a slightly different expression of pain, looking down on a cramped room that contains a desk, a high-backed rocking chair, and a low-slung cot heaped with scratchy-looking blankets. A ladder in the southeast corner of the room leads up to a trap door in the ceiling.

In addition to spell components on the Judge, Elektra will discover that the potions from the barrel in the storeroom were three vials of barkskin +3. On Ironbriar was a +1 Buckler, a +1 Shortsword and a wand of Cure Moderate Wounds with 12 charges. The Judge's mask also radiated magic.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark takes the time to pick up his shield, and then gather all the higher quality gear in a bag, before joining with the others.

Well, I doubt this guy is hiding much else. as he jerks his thumb over his shoulder towards the Judge standing there in his skivvies.

Will update the treasure tomorrow. :)


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

You guys might want to come take a look at this A look of clear disgust on his face as he calls back to his companions. Flynn ventures over through the gruesome site to search through the desk


In the desk and scattered in the room Flynn finds a number of oddments. A fair number are of a historical nature, including books, sea charts, an etchings of vast rock formations and dolmens accompanied by maps, and several pamphlets discussing a “forgotten” school of magic known as the Alchymyc.

DC 15 Knowledge (Arcana):
The Alchymyc is identifiable as complete drivel.

You will find a fine painting depicting a city carved from a vast frozen waterfall with towering ice cathedrals and domes (this painting is worth 200 gp).

There are several other books too. The first of these is a wizard’s spellbook emblazoned with two entwined snakes (one red, one green) that contains the following spells: blink, cat’s grace, chill touch, enlarge person, fox’s cunning, grease, haste, lightning bolt, mage armor, magic missile, scorching ray, shocking grasp, shrink item, spider climb, and web.

Another book is an old and beautifully filigreed tome containing numerous hand-drawn illustrations and titled The Syrpents Tane: Fairy Tales of the Eldest.

When time permits, this is the content of the Syrpents Tane:
The book presents tales of the Tane—the most feared of a group of notorious fey known as the Twisted, goliaths of war and madness dreamt and stitched into being by the Eldest. The Tane are said to be terrible to behold, and the stories speak of them stumbling into mortal lands, where they ravage kingdoms by creating firestorms, crushing keeps with their feet, and eating dragons. Specific Tane described include monstrous creatures like the Jabberwock (a thing of scales and fire and crushing fury), the Thrasfyr (also known as the Dreaming Hill of the Dark, a chimeric monster wrapped in chains that the book claims took part in the Three-Thousand Year War of the Eldest), and the Sard (the Storm of Insanities, a thing of boughs and briars and misery, an ancient Wychwood Elm given life and hate by the Eldest).

This fine and rare tome is worth 500 gp.

Finally, you find a slim volume that is essentially an indecipherable ledger.

This ledger would require at least 2d4 days of study and then a DC25 linguistic check to decipher. There is also a trap door to the roof in this room.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Well well, i guess i have some reading to do. He picks up the ledger .

There's some pretty valuable stuff over here. A spell book, for one thing. Whatever is in this ledger will take some studying time but i bet it has some interesting information in it. He says flashing the ledger.

Also there's a trap door over there. if we want to keep looking


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Autosucceeding the Know ARcane, do we find any cultist symbols, holy symbols etc?
Spellcraft to identify mask: 1d20 + 16 ⇒ (12) + 16 = 28
"I do not know what made you do what you did. But I hope you will hang!"


Bound and gagged, Ironbriar does not respond to Elektra.


The mask that Judge Ironbriar was carrying but not wearing is a Reaper's Mask. It is like a Skinsaw Mask, except its is made of strips of stretched human skin. It provides a +1 profane bonus to damage with slashing weapons. It provides a +2 competence bonus on Perception checks. Wearing a skin mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder. Ironbriar's mask would have allowed him to cast Confusion twice per day.

DC 20 Knowledge (Religion):
It will dawn on you that the masks that they wear is the symbol of their cult, the cult of Norgorber.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Taking 10 on Knowreligion
Winking Flynn and Stone to her Elektra speaks to her.. more devot friends. "This is a Norboger cult. First Lamashtu, now Norboger... this really starts to worry me!"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark looks a little worried.
Aye, I can be seeing that. Now how to deal with that.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Looking at Flynn with the ledger, "Elektra may have spells that will let her read it quicker. You might want to let her take a look."

He grins at Brandark "The same way we dealt with Lamashtu's cult. Beat it into submission."

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Let finish looking around then we can report back with our new friends here.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Agreed, let us finish looking around.
He then grins back at Garrath, That seemed to work last time.


Everything has been checked out except that trap door.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

I can handle the ledger, i used to do it as part of the job He climbs up to the trapdoor slowly opening it.

perception to check for traps: 1d20 + 11 ⇒ (1) + 11 = 12


Ironically, the trap door is not trapped or locked.

You climb up to a small room with open windows. A timber cabinet sits against the northern wall here, its doors made of iron mesh. Inside are perched three strangely silent ravens. A table nearby holds a tall narrow bucket of bird feed, a quill, and a vial of ink, as well as several thin parchments weighted down by a polished rock.

DC 12 Handle Animals or DC 15 Knowledge (local or nature):
These are messenger Ravens.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Autosucceed by taking 10
"Interesting... messenger ravens. I wonder where they fly to?
We have to find out!"

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Are there any messages?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn walks over to the desk and inspects the papers for messages or anything


The papers are blank. There were no indication of messages in Ironbriar's office. Apparently any messages were destroyed after being read.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

These are just blank pages, although i agree it would be nice to see where these messenger ravens go


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath grins ruefully, "That's going to be tricky, unless we learn to fly.


What does the party do next?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

That it would be unless i get time to interrogate the judge, i'm willing to bet he knows.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We could put something on one of the birds then use a spell to locate it. Or we could try to find out where these birds where bought to find out any info.


You have time to do as you please. Ironbriar and his surviving goons are bound. So what is your next action?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

If we have cleared this building we need to address our more immediate concern. Shall we question ironbriar now or is there someone we can trust in the judicial system? After all he is judge.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

He's a judge i'm not sure we can trust the government with him, he probably has contacts who will get him out. Which means we need contacts of our own if we want justice. As for questioning him give me a room and some time i can get whatever information we might need


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

"If he doesn't answer, start breaking knuckles. He'll talk. Or he'll never be useful as a magic man again." Garrath shrugs and loosens ties on his hammer.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

He'll talk yes, but torture is inconsistent. I will however need one of you to play "bad cop" stand in the room with me and be intimidating, maybe punch the bastard a couple times. Any volunteers?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark grins.
I think both Garrath and I could hit him. do you want it with or without weapon ?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Looking at Flynn Elektra sadly shakes her head."Trust me, torture works. But that is the way of evil necromancers and priests of well... diffrent gods. Not our way. There are .. better options! But on the other hand.... what questions do we need answered. Tomorrow I can ... if you ask nicely get a few answers."
And with a non-chalante gesture she indicates Magic... provides.


There is Ironbriar's own office. It is small and separated from the larger work room.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Without weapons we need him frightened not dead, and if need be i have magics of my own. I am willing to bet the judge here can answer anything we need, where these ravens go, the murders, the cult's relation to Norgorber. but those are just examples. Of course we also need to get him out of here without drawing attention.Anyway that seems to be it, shall we go i believe our work is done here...

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We should take one or two of the birds just in case. Also we need to tell someone about this. If we don't and it's found out without our side of the story it could go vary badly. I think we should talk to that pathfinder lady.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Agreed, although we should tell as few as possible keep this low key until everything is sorted

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

So to the pathfinders hall or should we send word for her to meet us here?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

That's a difficult call but i'd say we go get her. i don't like the idea of leaving the crime scene for too long unattended.But then again i suppose it doesn't really matter at this point


Just for clarification, does everyone go to the Pathfinders? Or does just some go. And if so, who goes and who stays? I wanted to first see how this played out before announcing this:

Seventh Level


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

That's sort of what i was trying to clear up if we all were going or not. Also completely necessary musical accompaniment

This is what i imagine upon every level up


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Elektra would for sure go to the pathfinders.

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