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Will save: 1d20 + 16 + 1 + 2 + 3 + 6 ⇒ (18) + 16 + 1 + 2 + 3 + 6 = 46.

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Will: 1d20 + 25 ⇒ (17) + 25 = 42
"That dwarf is eating gold, isn't he," she comments as she holds her fan in a protective position which obscures the lower half of her face.

The Master of Games |

While we continue the quest to save the dwarven souls, let's talk about the allies that have been recruited.
-Viorian Dekanti: she'll need a few weeks of bed rest for her mind to restore itself.
-Sheila Heidmarch: Since we did rescue her.
-Various giants and lamias: Something Filraen would like to do.
All right, so do you have a plan in mind for Karzoug's top lamia minion?
-Matt

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"Was that a question? Filraen quips wryly. "But yes, it appears he is. A likely fatal choice, and one that fits with what you learned in Janderhoff about this ill-fated expedition."
Filraen had planned, as part of "converting" the Pinnacle of Avarice to his new home/Pathfinder Lodge, to charm or dominate the best of Karzoug's minions as guardians. If he amassed enough of the giants, he had even considered leading them to the Worldwound to assist in the war effort.

The Master of Games |

Filraen had planned, as part of "converting" the Pinnacle of Avarice to his new home/Pathfinder Lodge, to charm or dominate the best of Karzoug's minions as guardians.
OK. So, the lamias were away from Xin-Shalast when the party arrived, but there are various giants about the city, the most powerful of which are the Rune Giants. We've already met and slain a few, but there should be more camped on the side of the mountain, within the Occluding Field but outside and below the Pinnacle.

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OK. So, the lamias were away from Xin-Shalast when the party arrived, but there are various giants about the city, the most powerful of which are the Rune Giants. We've already met and slain a few, but there should be more camped on the side of the mountain, within the Occluding Field but outside and below the Pinnacle.
Filraen would've pursued the lamia first. She's a spellcaster, so more dangerous than a rune giant, and he had a better spell selection to go after the lamia; he had Persistent charm monster, but only a regular dominate person. Also, because their leader was already preparing them for "conversion" to the worship of Greed, they're less likely to require multiple compulsions to coerce.

The Clockwork GM |

Meanwhile, back in the present.
Everyone shakes off the wave of compulsion magic that washes over them. Everyone may roll Knowledge (religion) checks to identify the source of the magic. There is only one other door in this room, leading to the north. Far off, carried by the wind, an otherworldly howl echoes through the mountain pass.
I really wish I could post a map for this... might have to diddle around with Nick's handy Google Doc method this evening at work. Until then, I'll do my best to effectively describe the environs.

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In re: Karzoug's other minions, I thought my prying eyes had been sent out to locate them? If it failed, then there's not much to be done until we have a "down day" to prepare divination spells; he will continue to keep the Heightened Persistent charm monster in his back pocket just in case, but without knowing when (or if) she'll return, there's not much point worrying about it. Its one of those, "Focus on what you can control," things. Filraen can't control that, so he has to put it aside.
As for the rune giants, I leave slots open at 5th and 7th; if we encounter them, I can subdue them and fill a slot with dominate person. The other giants seem like great dispel magic bait, especially if they're non-evil. I can do that all day long, so I figure that's the "plan" for dealing with surprise giant encounters until I'm ready to go out hunting for rune giants to "off".

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KnowReligion: 1d20 + 22 ⇒ (1) + 22 = 23
"It appears that many restless souls are bound to this one place," the Lady comments as she looks the northern door over.
Perception 53 for hazards. If there are none, she'll follow Morgrym in.

The Clockwork GM |

There are no visible or audible hazards in this room except the sound echoing through the building.
The group discovers that the next room is locked; walking through the room, however, disturbs a great deal of the particulate matter the ghostly apparition was consuming.
As you're kicking up the dust moving about the room, everyone needs to make a Fortitude save with a +6 bonus to the save; if for some reason you choose to ingest the dirt, you would lose that +6 bonus.
Sheila Fortitude save: 1d20 + 9 + 6 + 6 ⇒ (5) + 9 + 6 + 6 = 26

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Fortitude save: 1d20 + 19 + 6 + 6 ⇒ (1) + 19 + 6 + 6 = 32.
Filraen exhales sharply, and in a forceful whisper announces, "Avoid breathing the dust!" Heeding his own advice, he pulls out a rag and dumps the contents of a waterskin over it before wrapping it around his nose and mouth. With a sheepish look, he explains, "A trick I picked up hiding in the gutters of Korvosa and Westcrown, before I joined the Society."

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Fort: 1d20 + 28 + 6 ⇒ (4) + 28 + 6 = 38
Lady Gabrielle retrieves a cloth and holds it to cover her mouth. "I did not imagine you as a street rat, Filraen," she says from underneath the cloth. "Is there anything more to that story?" she asks. She examines the lock for any dangers, then puts away her fan to retrieve a particular hairpin, which she uses to bypass the lock (take-10 Disable Device 51).

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Coughing under his mask, he snaps, "No." As he moves across the room to check the far door he whispers softly to the gen on the top of his staff, and it glows bright red.
Filraen loses 19 hit points due to Con damage, then removes one of the two points of Con damage with his last charge in the Blood Reservoir of Physical Prowess.
Ongoing Fortiude save versus arsenic poisoning: 1d20 + 21 + 6 + 6 ⇒ (14) + 21 + 6 + 6 = 47

The Master of Games |

Meanwhile, let's resolve Filraen's quest for new minions. Filraen, it sounds like you had the spells needed to sneak up on and Dominate one giant and Charm a second...
Rune Giant Will: 1d20 + 20 ⇒ (9) + 20 = 29 or Persistent?: 1d20 + 20 ⇒ (16) + 20 = 36
So, if your Dominate DC is higher than 29, you've got yourself a Rune Giant. If not, what's your plan for what happens next?

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Its one shot, a Reveal Weakness (-9 to AC/saves) followed by a Quickened dominate person (DC 27). Because of the Reveal Weakness and me knowing the result of your roll before I declared an ability I knew would make you fail the DC you might want to reroll your save. Also, Ben, you still reading any of this? We're waiting on you to progress in the cabin.

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I'll grill him for information first; how many other rune giants are there in Karzoug's army? Where are they? How many giants of any type are serving under their command? What other forces are in the city of Xin-Shalast? Where were their forces concentrated? What are the buildings used for? What were his last orders from Karzoug? If he does not take orders directly from Karzoug, who does he receive orders from?

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Sorry, yet again. /sigh.
Save vs. Poison: 1d20 + 21 + 5 + 2 ⇒ (3) + 21 + 5 + 2 = 31
"Damn poisons. And damn feeble Elves ..." Morgrym grumbles, walking over to Filraen with his wand.
Wand of Lesser Restoration: 1d4 ⇒ 2
Then Morg stows his wand, and takes up his axe again, returning to the forboding room in front of our adventurous party.

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Sorry, yet again. /sigh.
Nothing to be sorry about; real life gets in the way all the time. I know that I've been busy enough I don't post frequently in the past month. Also, no need for the wand, I've already removed the ability score damage. That's half of why I have the blood reservoir.

The Clockwork GM |

The wooden walls of this musty shaft abut the natural stone of the cliff face to the east. A sturdy-looking wooden stair and rail starts at the bottom of this shaft and circles up into the heights, running clockwise. Above, its passage is lost in the gloom, like the musty interior of an ancient silo. A thick length of chain hangs down the shaft in loops, its links swaying and clanking softly to the periodic gust of wind that penetrates the walls. No windows pierce the wooden walls. Propped against the east wall near the door is an upended wheelbarrow.

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"It appears that we have nowhere to go but up," she comments. "That stairway might collapse under your weight, though, Morgrym."
I'll give the giant's information when I get a chance.

The Master of Games |

Filraen's new friend knows:
-There are five other Rune Giants spread throughout Xin-Shalast (not including the ones in the Pinnacle itself), one of whom serves as Most High Ceoptra's escort.
-Two Wardens of Wind (cloud giants) and two Wardens of Thunder (storm giants) serve him directly. Each Rune Giant has between two and four Wardens under his command, and each warden commands a group of cloud or storm giants.
-Other forces include:
-A blue dragon named Ghlorofaex, whom Karzoug wishes to bring in as a guardian as well as an envoy to other dragons. His lair is underneath the city itself, on the north end of it.
-Most High Ceoptra and her group of lamias. They are away from Xin-Shalast, as far as he knows.
-A tribe of yetis who used to be dwarves. They give the giants a wide berth though.
-This giant's last orders were to gather his Wardens, and have them gather their forces, and prepare for Karzoug's coming.

The Clockwork GM |

In the cabin...
No windows open into this dark, plummeting shaft. A heavy winch bolted to the balcony supports a rusty chain that runs up through a pulley mounted in the roof of the shaft and from which hangs a heavy iron bucket. Heavy wooden chocks have been nailed to the floor at the edge of the balcony, and the front wheel of a wheelbarrow rests against them.

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Knowledge (arcana): 1d20 + 39 ⇒ (9) + 39 = 48 to remember things about blue dragons...
In the giant's head...
"Do you know where the other two Rune Giants are located? What territories they patrolled or were assigned to?" After he responds... "Can you show me where the blue dragon's lair is?" Finally... "Did Karzoug succeed in negotiating a deal with the dragon? Who negotiated the deal? What was the nature of the deal?"

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Once the path is revealed, Lady Gabrielle is ready to test the precarious stairs. "You might wish to walk on air or something similar, Morgrym," she says. "These steps might have a bit of trouble."

The Master of Games |

"They are both stationed in the north side of the city, consolidating their Wardens in preparation for Karzoug's coming. One of them was assigned to the south side of the city until the order came."
"The dragon has made his lair beneath what used to be the tax collectors' office. It is a larger building, made of stone and steel with the remains of a large gate."
"Most High Ceoptra dealt with the dragon, but he will not take orders from anyone but Karzoug himself. Ghlorofaex would serve as an envoy to other dragons, and in return we were to build and maintain a lair befitting his greatness."

The Clockwork GM |

The shaft descends into darkness. The party watches as the pebble disappears. After about fifteen seconds, there is a faint plink as the pebble hits the bottom of the shaft. Down below, there appears to be a tunnel leading north from the bottom of the shaft.
I'll have to post the boxed text for the top of the stairs shortly.

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"They are both stationed in the north side of the city, consolidating their Wardens in preparation for Karzoug's coming. One of them was assigned to the south side of the city until the order came."
Does Filraen remember if one of these two was the rune giant he dominated previously?
"Very well. Assign your wardens and their commands to keep watch for Most High Ceoptra's return."
To the previously dominated rune giant... "Marshal your wardens and have them set a guard to watch the lair of the blue dragon Ghlorofaex. Change guards and positions at regular intervals. Monitor his comings and goings, and update with each changing of the guard."

The Clockwork GM |

At the top of the stairs...
No windows open into this dark, plummeting shaft. A heavy winch bolted to the balcony supports a rusty chain that runs up through a pulley mounted in the roof of the shaft and from which hangs a heavy iron bucket. Heavy wooden chocks have been nailed to the floor at the edge of the balcony, and the front wheel of a wheelbarrow rests against them.

The Master of Games |

Filraen's new friend immediately exerts control over his Wardens, and they station themselves near the Pinnacle to watch for Most High Ceoptra. Filraen's other new friend sets up near the dragon's underground lair in the city.
Filraen, is there anything else you would like to do before we merge timelines?
-Posted with Wayfinder

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"It appears likely that we will find the spirits of the remaining ghosts near the source of their gold," the Lady comments. "Are you ready to descend, Morgrym?" she asks, certain that Filraen is capable of flight at this point.
Once we are ready, Lady Gabrielle will go down the stairs first, since she can likely tell whether any portion of the stairs will fall away under too much weight.
-Posted with Wayfinder

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Filraen, is there anything else you would like to do before we merge timelines?
Yep, I should have enough gas for one more Rune Giant, and it sounds like there's one alone on the south side of the city. Same procedure as before, leading with Void Awareness, only with a limited wish in place of dominate person. At that point, he would've been tapped (except for the Heightened, Persistent charm monster and a Quickened suffocation) and returned to the party in the Pinnacle.

The Clockwork GM |

The chute descends down, down, perhaps 200 feet down into the cold earth. Beneath the ground, the shaft takes on the distinctive shape of a mine; in the center, the chain dangling from the top of the silo above swings ominously.
At the bottom of the shaft, the excavation site appears to be an abandoned mine, though one in its infancy. A platform sits on the ground beneath the shaft, clearly designed to be loaded with carts and pulled up via the chain; the chain itself has been cut free from the elevator platform. Two shafts run out from the main room; each runs less than 100 feet before terminating in a wall of solid rock, and neither has been sufficiently supported to excavate further. In the magical light, the walls of both tunnels sparkle with mineral deposits.
No amount of searching will reveal a secret door; none exist. From here, there is only one way to continue; up. If you want to know more about the mine, you're welcome to make Knowledge checks. Engineering, Dungeoneering, Nature, or Profession (miner) would all be appropriate.

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You are correct, the DC is 29. I'll grill him for the same information, and as long as his story matches the other two, I'll station his wardens to guard the route to the Pinnacle itself. By my record, that leaves one in the city watching for Ceoptra's return, one watching the blue dragon's lair, and one guarding the entrance to our base camp against intrusion. Am I remembering correctly?

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"I can understand why the dwarves were so excited about this place," the Lady comments. "The mine itself does not strike me as haunted, though. Perhaps they stopped considering the mine well before the end."
Let's head back up.

The Master of Games |

That's correct. One for the dragon, one for the Pinnacle, and one looking out for Most High Ceoptra. From the sounds of it, our timelines are merged now, as the giants and their minions are watching out for any new information. In the time between then and now, you learn that Ghlorofaex mostly slept in his lair, except for when he came out to hunt for some food somewhere in the mountains.

The Clockwork GM |

No windows open into this dark, plummeting shaft. A heavy winch bolted to the balcony supports a rusty chain that runs up through a pulley mounted in the roof of the shaft and from which hangs a heavy iron bucket. Heavy wooden chocks have been nailed to the floor at the edge of the balcony, and the front wheel of a wheelbarrow rests against them.
Sheila's Perception: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Everyone except Sheila notices a secret door cleverly concealed secret door in the north of the room. This presents you with two exits; a traditional door to the east and a secret door to the north.

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"What have we here," the Lady comments as she approaches the hidden door.
Examine for hazards then open it up.
-Posted with Wayfinder

The Clockwork GM |

Gabrielle does not perceive any traps.
Seven large burlap sacks sit against the northern wall of this small room, while to the west sits a small desk and chair. A leather-bound ledger lies atop the desk.
Gabi and Morgrym can see that there is some kind of safe or lockbox that someone attempted to conceal in the pile of burlap sacks.

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"I wonder," the Lady says, as she walks over to the desk. With a gloved hand, she flips it open to the last pages, looking for the final entries. "Just what drove them mad at the end?"
"That lockbox over there might have similar information," she adds as she flips through the ledger.