Rise of the Rookie Runelords (Inactive)

Game Master GeraintElberion

Maps


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Curse of the Crimson Throne Roll20

"What? That can't be..." Father Zantus muttered. "We thought she died in the fire along with father Tobyn. Oh dear. What could she possibly be up to? And what could use want with his remains?" He began pacing as he continued.

"If she escaped the fire, why not come forward? Why flee? I fear it can only mean she had a hand in it..." He sighed deeply. "I must beseech your help again I'm afraid. With the sheriff gone, we have little other choice than to burden you again. You must seek Nualia out. You must find out what she is planning and put a stop to it. I will send men to the glassworks to gather Lord Lonjiku's and the others' remains."

You have a little money and a few items. Make whatever preparations you like.


Female Human Story Summoner 3 | HP 15/15 | AC 13 Touch 12 Flat-Footed 11 | CMB +1 CMD 13 | Saves: Fort +0 Ref +3 Will +7 | Perception: +1 | Init: +3 | Status: -1 Dex | Spell Effects:

Izbela leans heavily into Kadrian's embrace as the group leaves the cathedral, taking what comfort she can in the swashbuckler's arms before they return to their dangerous task. With a quiet sigh she pulls away to address all of her companions. "I would have preferred to rest and return to the tunnels in the morning, refreshed..." Her eyes linger over Rak and Algon as she looks over the group, as concerned with their well-being as she is about her own magical exhaustion. "But until we know for certain what's down there, I don't think we can afford the wait."

"I'd like to visit The Serpent before we head back. Is there anything any of you need in the meantime?"

Bela will purchase a scroll of mage armor (if there's one available).


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5
Izbela Vauni wrote:

"But until we know for certain what's down there, I don't think we can afford the wait."

"I'd like to visit The Serpent before we head back. Is there anything any of you need in the meantime?"

Kadrian nods grimly. "I agree. I think I only need to refresh my waterskin and replenish some crossbow bolts, but other than that, I am ready, my friends".


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"As Miss Bela said, I would have preferred to get some rest, but we can hardly wait for morning when we have potentially found the source of all this madness. Let us go."


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Rak nods his head. "We have few resources, but we will do for Sandpoint in its time of need."

Rak has nothing to shop with, so he's as ready as he can be.


Curse of the Crimson Throne Roll20

"Thank you all. You are truly the heroes of Sandpoint. Here, take this. It doesn't have very many charges left, but hopefully it will help."

Father Zantus produces a wand from within the folds of his priestly robes and presents it to you all.

The wand is a wand of cure light wounds with 8 charges left.
You can purchase any level one scroll, including mage armor. You can also purchase any non-exotic equipment up to 75gp in town, including plenty of crossbow bolts. Feel free to retcon any actions in town before leaving.

The journey back to the glassworks basement is solemn to say the least. As you make your way through the main level, you pass a few laborers loading various remains into carts to return to town with. The basement is as you have left it as nothing down here as been disturbed. The long tunnel runs for about a quarter of a mile before coming upon the scene that Akuleh last encountered. Instead of following the passageway that lead out to the cliff side, you take the southern passage and then head west, following the winding hall for about another 100 feet.

About 20 feet ahead, you can spy a break in the wall to your right. It looks like the tunnel continues on ahead and also diverts into a new branch to the east.

You will also need a light source as the tunnels are otherwise unlit.


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian does refill his waterskin, and get replacement bolts for his crossbow before heading out, spending roughly 4gp.
As the companions make their way back into the long tunnel, the swashbuckler once more activates his ioun stone to provide illumination.
"May the Gods be with us this day", Kadrian murmurs under his breath to his friends as the hunt for the mastermind intensifies.


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

Akuleh will hold off on any purchases for now.

With the light of Kadrian's stone pushing back the darkness, Akuleh looks ahead at the split in the path. "What do you think, my friends? Shall we continue on or follow this new path? I wonder if there are any tracks to guide us to our quarry." Akuleh kneels down and begins to search the ground for any signs of tracks.

Survival: 1d20 + 8 ⇒ (20) + 8 = 28


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Nobody has claimed this ring of protection +1. Does anybody want it? If not, Rak will happily wear it.

Rak studies both paths casually, letting Akuleh's more trained eye tell them if there's any evidence either way. "If you see any signs of travel--other than our own--we should follow that path. If not, I say we take the new branch to the east."


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

"I agree with Rak", nods Kadrian. "Let's take the new path".


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"Agreed."

Rak, you can take the Ring of Protection as far as I'm concerned. Do we still have that ring we got off the boar-man, or did we pawn that off to get some new gear?


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Rak is wearing the ring of ferocious action. It's worth 1,500 gp (so 750 gp when sold); it wouldn't be a bad idea to sell. Rak's already in debt to the general store.


Male Archon Eidolon 3 | HP 18/33 | AC 17 Touch 11 Flat-Footed 16 | CMB +7 CMD 18 | Saves: Fort +4 Ref +2 Will +3 | Perception: +6, Darkvision 60 ft. | Init: +1 | Status: Normal | Spell Effects:

Once again leading his allies through the Glassworks' basement, Algon stops at the fork in the tunnels, waiting on them to decide which path to take. Once they've​ chosen, he glances back over his shoulder for confirmation and, on receiving a nod from Izbela, the golden guardian turns to head down the eastern passage, his glowing eyes piercing the darkness with ease.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32


Female Human Story Summoner 3 | HP 15/15 | AC 13 Touch 12 Flat-Footed 11 | CMB +1 CMD 13 | Saves: Fort +0 Ref +3 Will +7 | Perception: +1 | Init: +3 | Status: -1 Dex | Spell Effects:

"It feels like there's no end to these tunnels. How far beneath Sandpoint have we gone by now?" Izbela comments incredulously as the men try to figure out which way to go. For the life of her, the summoner couldn't understand why the late Lonjiku would have needed such an extensive network of tunnels beneath his factory. As she attempts to puzzle out the reason for it, a potentially troubling thought occurs to her: Perhaps Lonjiku hadn't built the tunnels underneath the Glassworks at all.

In the scant light of Kadrian's ioun torch, Izbela's slate grey eyes fall on the only one of her companions likely to be able to confirm or deny whether the tunnels were older than the factory built over them. Hopefully, the dwarven Caydenite wouldn't think she was pigeonholing him by assuming he knew about stonemasonry. "Rak? What do you make of these tunnels?"


Curse of the Crimson Throne Roll20

As Algon approaches the fork in the tunnel, he immediately spots a humanoid standing in place not 20 feet away down the eastern passage. Even in the dark at this distance, Algon can tell that the creature is hairless, with legs bent backwards at the knees like a dog, yet it stands upright like a man. Two tiny arms with three-fingered hands flank its hideous mouth and it slowly lumbers forward. It snarls as it's mouth splits open horizontally, it's jaws more like tentacles lined with vicious-looking teeth.

The eastern passage itself is nothing more than a small chamber with bare stone walls. The western tunnel continues on ahead and splits again to the west further down.

DC 15 Knowledge (dungeoneering):

The creature is known as a sinspawn. It has wicked claws but it's dangerous bite can be disruptive.

DC 20 Knowledge (dungeoneering):

The aberration is immune to mind-affecting effects and has Spell Resistance 13.

The roll20 map has been updated.

Everyone except Izbela goes before the creature.

DM Rolls:

Rak Init: 1d20 + 1 ⇒ (16) + 1 = 17
Akuleh Init: 1d20 + 1 ⇒ (18) + 1 = 19
Kadrian Init: 1d20 + 2 ⇒ (17) + 2 = 19
Izbela Init: 1d20 + 3 ⇒ (8) + 3 = 11
Algon Init: 1d20 + 1 ⇒ (18) + 1 = 19
Sinspawn Init: 1d20 + 5 ⇒ (11) + 5 = 16


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Knowledge (dungeoneering): 1d20 + 3 ⇒ (16) + 3 = 19

"What is that... it's a sinspawn!" Rak blurts, suddenly connecting it to some long-forgotten tales. "Those claws are wicked, but the bite is worse! Be careful!"

He moves into the cavern's opening with rapier drawn, and makes a big, blustery show, trying to rattle the strange creature. "Be gone! You're not of this place; you shouldn't be here! In Cayden's name, we will destroy you!"

Actions:

Move: 15'
Standard: Intimidate (demoralize) sinspawn

Intimidate: 1d20 + 10 ⇒ (7) + 10 = 17

Intimidate wrote:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Memorable wrote:
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

Akuleh stares incredulously at the horrendous beast. "Monster," he says with a hoarse whisper, "Destroy it!" He rushes ahead to stand between Rak and the sinspawn, readying his longspear as he enters the chamber, then thrusts the point of his weapon at it without hesitation.

Longspear: 1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Male Archon Eidolon 3 | HP 18/33 | AC 17 Touch 11 Flat-Footed 16 | CMB +7 CMD 18 | Saves: Fort +4 Ref +2 Will +3 | Perception: +6, Darkvision 60 ft. | Init: +1 | Status: Normal | Spell Effects:

Algon loosens his greatsword from its scabbard when he spots the odd creature standing almost insensate in the darkness, unsure what to make of it. Its hostile posturing once it becomes aware of them tells the eidolon all he needs to know, however. Bellowing his own wordless challenge in response to the creature's snarl, Algon rushes forward, as heedless of his own safety as he is of Rak's warnings. Drawing his greatsword as he goes, Algon brings his blade to bear against the sinspawn.

Charge (-2 to AC)
Greatsword: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

With rapier drawn, Kadrian skirts the cave wall then lunges to attack the abomination.
Rapier: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg.: 1d6 + 1 ⇒ (1) + 1 = 2
If attacked, the swashbuckler will use one of his Opportune Parry and Riposte (Ex)


Curse of the Crimson Throne Roll20

The sinspawn doesn't even seem to notice Rak. It's too busy being sliced and pierced by Algon and Kadrian. Akuleh's spear misses as the others assault the creature. It shrieks with rage and slashes at Algon. Even his armored hide cannot fully repel the force of the sinspawn's talon as it rips a gash open in his shoulder.

Algon takes 4 points of slashing damage.

Round 2 - Player's Turn; everyone goes!

DM Rolls:

Bite vs. Algon: 1d20 + 3 ⇒ (4) + 3 = 7
Claw 1 vs. Algon: 1d20 + 3 ⇒ (15) + 3 = 18
Claw 2 vs. Algon: 1d20 + 3 ⇒ (6) + 3 = 9
Claw damage: 1d4 + 1 ⇒ (3) + 1 = 4


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian continues his battle against the monster.
Rapier: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg.: 1d6 + 1 ⇒ (3) + 1 = 4
As before, If attacked, the swashbuckler will use one of his Opportune Parry and Riposte (Ex)


Female Human Story Summoner 3 | HP 15/15 | AC 13 Touch 12 Flat-Footed 11 | CMB +1 CMD 13 | Saves: Fort +0 Ref +3 Will +7 | Perception: +1 | Init: +3 | Status: -1 Dex | Spell Effects:

Caught off guard by her guardian's reckless charge, Izbela hastily pulls the recently purchased scroll from the folds of her skirts and begins to read the incantation. As she finishes intoning the words of power contained therein, the arcane script alights with eldritch energy before vanishing from the parchment. A spectral suit of armor appears to briefly surround Algon before fading from view as the enchantment takes effect.


Male Archon Eidolon 3 | HP 18/33 | AC 17 Touch 11 Flat-Footed 16 | CMB +7 CMD 18 | Saves: Fort +4 Ref +2 Will +3 | Perception: +6, Darkvision 60 ft. | Init: +1 | Status: Normal | Spell Effects:

Though he manages to twist away from the sinspawn's fanged maw, Algon leaves himself open to the creature's claws and the golden warrior grunts past clenched teeth as he finds out just how wicked they are firsthand. Pain—and a fair amount of blood—blooms in his shoulder, forcing Algon to adjust his grip on his greatsword. Bolstered by Izbela's protective magic, the eidolon shifts to put the foul abomination between himself and Kadrian before swinging his blade up in an underhand slash aimed at the demon's midsection.

Flanking
Greatsword: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11


Curse of the Crimson Throne Roll20

The sinspawn falls beneath Algon and Kadrian's onslaught. The room itself is an empty cave with bare stone walls and a rough stone floor left unfinished.

Combat Over!


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Rak relaxes after Kadrian and Algon defeat the thing. "Well, that wasn't so tough after all. But a crazy creature; do you think it was somehow working with Nualia and Tsuto? If so, that hints at even darker things, I'd think." He does his best to examine the room, even though it appears to be bare.


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"It certainly was a foul creature. Rak, you seem to know something of them. Where do they come from?" As he questions the dwarf, Akuleh pokes at the dead beast with the butt of his spear.


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

"I don't know, really. I hear they're remnants of ancient experiments gone wrong." He shakes his head. "It's not a good sign if Nualia and Tsuko were using them in some way. That makes me fear that the goblins were the least of our worries; this is no small-town hijinks."


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian made a heavy, resolute sigh. "Then we must see this to it's end, whatever that may be."
"Let's go."


Curse of the Crimson Throne Roll20

Only dirt and debris remain in the room with the corpse of the sinspawn.

The northern passage continues to run for about 70 feet before ending in another natural cavern wall, but this wall looks partially worked. The work is inconsistent though, and doesn't appear to be done with any tools or precision.

Along the eastern wall are two openings. The first tunnel runs east for about 40 feet before turning into obvious and well-worked stone. The craftsmanship is impeccable and even time has had little effect on the walls and floor.

The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor. The wall to the west the direction you are coming from has been torn down to reveal a tunnel leading into the west. A closed door sits in the northern wall of the room.

DC 10 Perception:

Broken urns and fragments of other pottery containers hide among the rubble and hint at the room's former use.

The second tunnel along the eastern wall in the passage running north also leads to well-worked stone. A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.

Passages lead out of this room to the east and south. A closed door leads to the north.

DC 25 Knowledge (history):

The statue depicts Runelord Alaznist wielding her signature weapon, the ranseur. The Sihedron Rune symbolizes the seven virtues of early Thassilon. With the decline of the empire, it has more commonly become associated with the seven vices and the seven Runelords.

DC 20 Appraise:

The ranseur is a work of art as much as a masterwork weapon and valued at 400gp. It can be removed with minimal effort.

The roll20 map has been updated.


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Room with rubble

Perception DC 10: 1d20 + 8 ⇒ (17) + 8 = 25

"There's some pottery here; broken urns. See?" Rak holds a piece up for all to see. "So, storage room, I guess?"

Room with statue

Knowledge (history): 1d20 + 3 ⇒ (1) + 3 = 4
Appraise: 1d20 + 1 ⇒ (10) + 1 = 11

Rak is very interested in the statue, but can't really make anything of it. He studies it closely for any hidden details.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

He looks down the passageway to the south and gives it a flick of the head. "That way?"


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

"I trust your judgment, Rak", spoke Kadrian. "After you, sir."


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

Knowledge (history): 1d20 + 9 ⇒ (13) + 9 = 22
Appraise: 1d20 + 4 ⇒ (7) + 4 = 11

Akuleh, like Rak, is interested in the statue, but his experience fails him in recalling the significance of the woman. "Yes, let's move south. I believe there was a door in that storage room with the urns. Perhaps this passage connect back there."


Female Human Story Summoner 3 | HP 15/15 | AC 13 Touch 12 Flat-Footed 11 | CMB +1 CMD 13 | Saves: Fort +0 Ref +3 Will +7 | Perception: +1 | Init: +3 | Status: -1 Dex | Spell Effects:

Knowledge (History): 1d20 + 7 ⇒ (14) + 7 = 21
Appraise (Untrained): 1d20 + 2 ⇒ (20) + 2 = 22

Izbela follows along, quietly noting the odd transitions between the natural cavern wall, the incomplete stonework of the middle and the masterfully carved walls of the new area. She makes a thoughtful sound after inspecting the piece of broken pottery Rak shows them, but again makes no comment. She also takes a moment to examine the statue, but the woman's face, etched in fury, triggers no sense of recognition for Bela. "It's no depiction of a Goddess or historical figure I'm familiar with..." she admits before eyeing the weapon clutched in the woman's hand. Then, without preamble, Bela takes hold of the ranseur and pulls it straight out of the statue's grasp.

"But this should fetch a fair price from the right collector."


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

Is the book an actual book or is it part of the statue? Also, is the book open in her hand?


Curse of the Crimson Throne Roll20

The book is a part of the stone statue, carved from the same block and is closed.


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

"Good eye, Izbela. That'll fetch a pretty penny indeed. Maybe help pay off some of our debt to the town store."


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"Hmm! Well, we certainly could use the funds to pay for our equipment. Apparently saving a town from a goblin invasion only grants you so much credit," Akuleh says with half a smirk playing around his face. His attention quickly returns to the task at hand, however, and he follows Algon and Rak through the southern passage.


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Despite the seriousness of the situation, Kadrian smirks, attempting to stifle a laugh.


Curse of the Crimson Throne Roll20

The southern passage runs about 25 feet in length. After 15 feet, it splits into two passages with one branching off to the east and the other continuing south for another 10 feet.

The eastern passage runs out farther than you can see without advancing, although after about 20 feet there is a small set of stairs, and then another after 5 more feet, and yet another, all serving to slowly drive your upward towards the surface.

The southern passage does indeed lead back and connect with the apparent storage room as Akuleh had deduced.

You can explore the northern door, the eastern passage, or the south-eastern hallway.

The roll20 map has been updated.


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"Well," Akuleh says, eyeing the stairs. "Shall we see where this brings us up?"


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Rak looks down the hallway with the stairs, then proposes another approach. "Let's see what else we find down here before we head to the surface; what do you think?"

Thinking we should explore the other hallway on this level, then the room, before we head up stairs.


Male Human (Shoanti) Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

"Fair enough, Rak. I should have guessed that the dwarf would desire to remain below the surface." He chuckles and pats Rak on the shoulder as he moves toward the corridor Rak indicates.


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian's attention is kept on the flank of the group, trying to look out for any ambush.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Curse of the Crimson Throne Roll20

After close to 60 feet, the tunnel widens here into what appears to have once been a small shrine, for to the northeast, steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water.

To the southeast is a set of double doors, currently closed.

The roll20 map has been updated.


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian looks to the altar with disgust.
"I hope that altar has never been used. Can't tell who it's dedicated to, but it can't be good!"


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Stepping into the room cautiously, Rak looks disturbed once he begins to recognize the altar for what it is. He nods at Kadrian's assessment. "Nope, nothing good about that, I'd bet. People don't just build altars for show, though. Not like this; this's surely been used."

He visibly shivers at the thought.

Disgusted, he still approaches a little closer, then begins studying it, focusing his attention and drawing on Cayden's insight to try to determine just what evil force it might be dedicated to... or at the very least, the general aura of that being.

Actions:

Rak uses Detect Alignment to study the altar, searching for alignment auras. He will spend 1 round on each of the 4 alignments until he has a match for both axes, in the order: evil, chaos, law, good. Once he's determined the alignment, he'll focus in more detail to see if there's anything more that can be learned about the strength or number of auras (if relevant).

Once he's learned as much from that as he can, he'll attempt a Knowledge (religion) check.

Knowledge (religion): 1d20 + 7 ⇒ (13) + 7 = 20

PRD wrote:
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Detect Evil wrote:

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of evil.

2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: (see table and additional details in spell entry)


Curse of the Crimson Throne Roll20

Rak:

The shrine is dedicated to the Mother of Monsters Lamashtu and radiates an evil aura. The water in the basin is not only unholy water, but also a secretion known as water of Lamashtu. This ingested poison corrupts the consumer dealing both Dexterity and Intelligence damage. Long term effects can deform the body and over time, even turn the consumer into a beastial form of itself.


Male CG Dwarf Inquisitor/Slayer 3 | HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10 | Speed 20ft | Active conditions: none

Rak recoils in horror once he realizes what they stand in front of. He takes a sharp step back, one arm instinctively held out in front of him, as if to push some evil back, his other arm flung sideways to block any from coming closer.

"Lamashtu! The evil is so strong!"

"The water there.... Unholy, but also poison. Water of Lamashtu corrupts, deforms the body. It will eventually corrode both physical reflexes and the mind, turning one into a beast."

Has that happened here? Nualia, what are you up to?


Male Human (Varisian) | HP 33/33 | AC 18 (T 13, FF 15)| CMB +4 CMD +16 | F 2, R 4, W 2 | Init +4| Perception +6, Sense Motive +6 Swashbuckler/3rd | Speed 30ft (30ft) | Active conditions: None | Panache 4/5

Kadrian takes several steps back from the altar, pulling Bela away unless he feels resistance.
"Does anyone know a way to destroy it?"


Female Human Story Summoner 3 | HP 15/15 | AC 13 Touch 12 Flat-Footed 11 | CMB +1 CMD 13 | Saves: Fort +0 Ref +3 Will +7 | Perception: +1 | Init: +3 | Status: -1 Dex | Spell Effects:

Izbela gasps as Kadrian pulls her away from the foul altar, only just managing to hold on to the heavy, ancient ranseur in her surprise. "I don't," she answers, softly shaking her head as she warily regards the altar. With some effort, the summoner manages to pull her gaze away from the vile shrine to meet Kadrian's eyes. "But if our friends do not know of a way to destroy the altar, perhaps Father Zantus will."

Her eyes drawn once more to the shrine, Izbela begins to idly theorize about how they might rid the place of its evil taint. "It might be that the room needs to be consecrated in order to break the altar's connection to Lamashtu. Or, perhaps the shrine can be dismantled with brute force." Seeing her guardian take a deliberate step toward the shrine after her last statement, Bela quickly adds, "But we should give it a wide berth until we know for certain how to safely destroy it."

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