The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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The armor clad man turns towards the man with green eyes, his voice the sound of glorious death So you ask my aid in this matter after all? Why should I lend you my creature when he fulfills my purpose now without interference? You see at the side of the man in armor the form of Ragnar sleeping peacefully.

The green eyed man speaks and your heart is filled with hope and wonder I need him my friend and the tasks I have for him will bring you greater joy than what otherwise might be. Our purposes are not always aligned, but you know that for my aims to be fulfilled much blood must be spent. Is this not enough?

The armored man thinks for a few moments So be it. I will hold you to your promise that the glories will be great. My sign will be upon him, but he is your tool for your task. Finished speaking, the man fades from view leaving Ragnar sleeping in a bed of clouds.

The green eyed man looks at the beautiful elven woman, I thank you for your continued support of my efforts in this matter. He also fades from view.

The woman looks at you, You have done well my child and I am pleased with you in all things. The trials ahead will be more difficult than what you have overcome so far, but rest well and know that I am with you. With that she disolves in a wave of butterflys which flutter over you in a soothing cloud.

You awake to Arael shaking you from your dreams, They have returned Caldir.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I'm up Areal, good morning."


You see Janiven and Ailyn having a quiet conversation severl cots away.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Those YOUR friends? Looks like I was rescued by the right person. Make sure you tell them about my devil slaying prowess. That always wowed the lasses back in my village. He looks admiringly and appraisingly at the two attractive women while shaking his head at Desna's blessings.


Looking over at Ragnar you immediately notice a difference in the appearance of the man's skin. When you first met him he had hideous, wrash-wrought scars all across his body and face. Now those scars appear to have the weaved form of finely smithed elven chain, without the metallic glint. The scars on his face have morphed to appear as an open faced helm. On his forearms the scars have taken the shape of enormous great swords.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Quietly:
"You have a one track mind my friend, I will be sure to put in a good word for you should the opportunity present itself. When you get a chance you should check out a mirror, you seemed to have changed since last night. Did you perchance have a strange vivid dream? The gods have a plan for us."

Louder:
"Good morning Janiven and Ailyn!"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

His head snaps around as you mention dreams, Funny you should ask, for I dreamed that we had both become great heroes of the city and its people having prevented some great calamity. There were lasses enough for both of us my friend. He winks at you and gives a broad smile.


Janiven and Ailyn approach you. Ailyn-Arael says that you have retrieved the Crux through great peril, as well as a new friend. May I see the Crux?

Janiven smiles at you warmly and introduces herself to Ragnar, Hello Ragnar, my name is Janiven. That is Ailyn. Forgive her lack of introduction, but she has thought of nothing else but this Crux since she arrived in Westcrown.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Here you go Ailyn."
Presenting the Crux.


Ailyn studies it fitfully for a few moments, A little more background for you Caldir about the Delvehaven lodge here in Westcrown:

In late 4605 ar, a Pathfinder named Donatalus Bisby returned to
Westcrown from a mission to the Mwangi Expanse—a mission
previously believed to have been lost. Bisby’s unexpected return
brought much celebration, despite the fact that of the dozens
who traveled with him to the southern jungles, only he and his
chronicler had returned. Word soon spread that Bisby’s journals
would revolutionize what was known about certain lost tribes of the
Mwangi, and that he brought back with him a potent artifact. Yet
before his journals could be published, Aroden died.
Upon Aroden’s death, panic seized Cheliax. Details of what
happened in Delvehaven are sparse, but it seems that the majority
of the Pathfinders stationed in Westcrown—Bisby included—
perished in the riots and mayhem. Worse, his journal and all of
Delvehaven’s artifacts were cut off from the Society for over
thirty years. In 4674 ar, many years after the House of Thrune
seized control of Cheliax, they made a great show of reopening
Delvehaven and inviting a select few Pathfinders back to run the
lodge—but those choices were not the Grand Lodge’s to make.
The House of Thrune only agreed to Delvehaven’s reopening if
Chelish Pathfinders of their choosing were to manage the site,
and the Society reluctantly agreed to the conditions. Securing an
accurate list of what had and hadn’t survived in Delvehaven’s vaults
was a political nightmare—the House of Thrune and their pet
Pathfinders reported that nothing of value remained, but they were
resistant to letting anyone from outside make their own inventory
and exploration of the ruins. To the public, the lodge seemed to
be run by the Society, but in truth we have very little idea exactly
what was going on in Delvehaven during those years. The whole
situation seemed to be coming to a head, with a full-on clash
between the House of Thrune and the Society imminent, but as
things worked out, Delvehaven didn’t remain active under Thrune’s
control for long.
In 4676 ar, something happened in Delvehaven that caused
the deaths of all the Thrune Pathfinders and its subsequent sealing
by the government itself. The House of Thrune has to this date
refused to open Delvehaven or allow the Society access to the
lodge, and various conflicts with the Aspis Consortium and the
House of Thrune in other parts of Cheliax since then have effectively
distracted us from Delvehaven’s legacy. General consensus in the
Society today is that Thrune looted Delvehaven to the root and that
nothing of value remains within.
But I’m not so sure. Over the past several months, I’ve grown
more and more intrigued by the unexplained mysteries of exactly
what happened in Delvehaven. Of perhaps more interest to you
as Westcrown natives, I’ve learned a bit about the artifact Bisby
returned with, an artifact that was in Delvehaven at the time of
Aroden’s death and that hasn’t been seen since. Notes on this
artifact are vague, alas, but from an initial report sent from
Delvehaven just before Aroden’s death, it would appear that the
artifact had ties to a dualistic religion of light and shadow. The fact
that it was only a few weeks after the House of Thrune closed up
Delvehaven that the shadow beasts first appeared in Westcrown
can’t be a coincidence. I suspect that they found this artifact in
Delvehaven, but in so doing triggered the lodge’s defenses and
caused something. I’m not saying that the source of the shadow
beasts is hidden in Delvehaven, or even that the artifact is
involved—but in my experience, there are no coincidences.


Aiyln-I believe the keys to understanding how to safely enter Delvehaven lie within the Crux. Sadly, I have no idea how to open it. I was actually hoping you would have somehow figured it out by the time you saw me.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Not a problem my lady. Give me a few moments with that thing and a stout hammer and I'll have it cracked open like a pine nut.


Aiyln-Erm, yes, well, I'm sure you would Ragnar. However, these items, if not opened properly, have a way of exploding or otherwise detonating that would not only harm the opener but more importantly damage what's within. No sense smashing a nut if you smash the fruit within, yes?


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Muttering to himself quietly, Sometimes smashing things open is good just for the act of the smashing.


Janiven smiling at Ragnar looks at you Caldir you seem to have a knack for solving problems like this that others don't posses. Can you take a look at the Crux and see if you can get it opened? Ragnar's idea has merit, but I'd like to save his hammering abilities for a last resort.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I take the Crux back and study it, is it a device that can be disabled?


Here's the long answer:

When closed, a Chelish crux is
a wooden and metal dodecahedron (similar in shape to a d12) that
measures about 6 inches in diameter. Each face of the crux is carved
with a different rune or image—in order to open the puzzle box, a
person must trace the outlines of these runes and images with the
tip of a finger in the proper order. Each time a rune is triggered
in the correct order in this manner, it glows with a soft red light,
but whenever a rune is triggered out of order, the light flashes into
fire and inflicts 2 points of fire damage per currently lit rune on
the person attempting to open the crux (Reflex DC 15 halves) and
causes all lit faces to deactivate (forcing the process of opening it to
start anew). Failure to open a crux eight times in a row causes the
combination of runes to randomize to a new combination. You can
simulate this puzzle for the PCs by determining the order in which
the runes must be activated and then having the players stumble
through the combinations, or you can allow a character a DC 35
Disable Device check or a DC 25 Intelligence check to try to open
the puzzle box—each attempt takes 1 minute, and the check can be
retried with a cumulative +1 bonus on the roll, to a maximum bonus
of +7, after which the crux resets its order (at which point the bonus
reverts to +0 and the character must start anew). Failure on either of
these checks causes the crux to flash with fire and causes 2 points


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

try 1 disable: 1d20 + 18 ⇒ (13) + 18 = 31
try 2 disable: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28
try 3 disable: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
try 4 disable: 1d20 + 18 + 3 ⇒ (20) + 18 + 3 = 41


Since you have the requisite skills the shorter answer is:

After a long, painful (good thing Arael is there to heal you), and frustrating day of examining and manipulating the box you finally arrive at the correct combination that allows it to open!

The crux unfolds into a 2-foot-square flat sheet of metal and wood. Sitting in the middle of the sheet are:

A leather-bound portfolio bearing a single mark on its cover and embossed and very stylized letter "D".

Three scrolls.

A small silver box engraved with dancing skeletons.

A matched pair of slender oak wands.

A severed head that immediately begins shrieking and screamin at you!

http://a2beholders.net/wiki/images/thumb/9/95/Khazrae.jpg/200px-Khazrae.jpg


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

to the head:

"If you can't say anything intelligent can you please be quiet, I'm trying to think."

to everyone else:

"Anyone recognize or know anything about this head?"


Intelligent?!!! Elfling, I'm the most intelligent head in this room.

It then continues its viscious and curse filled tirade at full volume. How it makes noise with no lungs is anyone's guess.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

DC 11 Will: 1d20 + 4 ⇒ (17) + 4 = 21

Gritting his teeth and clenching his fists to contain his fury, It's an Erinyes, a Fury, she is from Dis the second level of hell. We should finish the job and destroy the head.


Arael, Janiven, and Aiylen look about at you haplessly unable to offer any guidance besides what Ragnar has. The head continues to screach a tirade of vulgarities in a shrill ear shattering voice.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Ragnar, if we immerse it in a bucket of water will that destroy it? Or would you like to take your sword to it?"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

If we immerse it in a bucket of water it will at least silence the creatures damned tounge! Maybe it will drown, maybe it will melt, hells maybe we should just put it back in the crux!

intimidate: 1d20 + 10 ⇒ (13) + 10 = 23


At the merest mention of being put back in the crux, the head falls silent; eyes wide in terror at the thought of being plunged back into eternal darkness. The Erinyes' lips flutter and purse as if it wants to continue screaming but the terror of the crux holds the lips closed.

The fresh silence is refreshing to say the least and although you sense a slight ringing in you ears you are no worse for the experience. You may have even picked up a few new phrases to use on the street or in a low class tavern...


***during the day spent opening the crux***

Ailyn tells you all she has learned during her time as a Pathfinder about these magical creations:

Once a particular crux’s combination is known, a character can
open it automatically (this takes 3 consecutive full-round actions).
Opened properly, the crux unfolds into a 2-foot-square flat sheet
of metal and wood. Any objects the crux contains sit upon the
center of the sheet. An unfolded crux automatically folds as soon
as a character attempts to bend any of the sheet’s four corners as a
move-equivalent action. The crux automatically folds up around any
objects that sit upon its face at this time—objects that would exceed
the crux’s capacity are pushed gently aside by the refolding action.
A Chelish crux can hold up to 200 pounds of objects, but the
physical size of each object is irrelevant—the sight of a crux
folding up around a long polearm, for example, might make
one assume the weapon was crushed and destroyed, but when
the crux is next opened, the pole arm is unharmed. As an
object that creates an extradimensional space, a Chelish
crux functions as a bag of holding for determining how
long a living creature within can survive, or for
what happens when the crux is placed in
another extradimensional object like a
portable hole

A Chelish crux can be forced open with damage or a DC 28 Strength
check. The crux has hardness 10 and 30 hit points. If a crux is forced open
in either of these two ways, it explodes into a 10-foot-radius burst of fire,
inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15
halves). The fire damage affects any objects held within the crux as well.
If forced open, the crux crumbles to ashes and any objects it contains
appear on the ground at the site of the fiery burst.

The Crux is worth 2,000 GP, but selling it in Westcrown would be very dangerous as they are rare and someone is SURE to ask about the seller's identity and how they came by the crux.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Study the objects within the Crux.
Pick up and open the portfolio with the D.


First document:

http://beta.ditzie.com/gallery/main.php?g2_itemId=71539


There are also some Lodge ledgers:

Ledgers: These sheets of paper serve as accounting ledgers
for Delvehaven. All of the ledgers are dated from the years
of 4674–4676, the period when Delvehaven was under the
control of the House of Thrune. Of particular interest is a
passage on the top paper that indicates the strong possibility
that the Delvehaven Pathfinders hid a portion of their
treasure and clues about how to enter the deepest vaults in
an off-site hidden cache somewhere in or near Westcrown,
but that no indication of where this cache might be located
has yet surfaced. These ledgers are frustratingly vague and
written in shorthand, but on-site, they grant a +8 bonus on
Appraise checks made to determine an object’s value and a
+8 bonus on Spellcraft checks made to identify magic items
discovered within Delvehaven. The ledgers cease abruptly at
the end with no explanation.


There is a list of missing Pathfinder Lodge members, and finally what appears to be a page torn from the back of a book sitting in a larger piece of folded parchment.

The torn-out page presents a poorly written poem called "Cugny's Wedding", about a man who falls in love with a mermaid but drowns when he tries to seduce her. The poem is covered with a spiedery script, as is the folded parchment that cradles it.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Does anyone understand this spidery script? Is it magical?

Examine the silver box, open it.
perception: 1d20 + 17 ⇒ (9) + 17 = 26


A quick study of the parchment indicates that someone believed the poem was a code or cipher that hid the route to a cache of Pathfinder treasures kept outside of Delvehaven (as indicated in the ledger portion of the Delvehaven papers).

Iniside of the silver box are four stubby candles.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Look at the scrolls and wands.
perception: 1d20 + 17 ⇒ (19) + 17 = 36
spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9

Does anyone know what any of this stuff is or does?


No one can immediately identify any of the items from the Crux.

1 day of study:

The four stubby candles are "grave candles" that when placed in the bodily remains of the deceased and lit will allow the passed spirit to answer a limited number of questions.

The 3 scrolls are magical: heal, remove curse, scrying. CL 15 on all.

The wands are: break enchantment (8 charges) and death ward (7 charges)

Ailyn suggests that you use the candles and list of missing Lodge members to track down their remains and get information about the Lodge and the wards/protections surrounding it.

Ragnar thinks the head must be good for SOMETHING, otherwise why would they save it in the Crux? Also, he believes the poem deserves further study to see if you could figure out its riddle.

Plus the information contained in the handout I posted


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"This is a lot to take in, quite a riddle for us to solve. Ailyn, do you know anything more than what is in this letter concerning Bisby, Sivanshin, Heavenscape, Liriam, and Ghaelfin? The letter indicates the remains of Bisby and Liriam are probably in Delhaven; the remains of Heavenscape are probably with the Sisters of Eiseth; the remains of Ghaelfin are probably with House Luccas; and Sivanshin was alive and had fled towards Nidal with an artifact at the time this letter was written."


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"And Aily, please correct me if I'm wrong, but didn't you say the keys to Delhaven would be within the Crux? I took your statement literally, I thought we would find keys to a lock in here, instead we find puzzles within a puzzle, I hope we can ferret out the key! And Ragnar, good point about the head, it must serve some purpose, maybe it is the key, or part of it?"


Aiyln-The names referenced were all very prominent members of the Lodge. If we can locate the remains not in Delvehaven we can use the candles to find out what information they have for us. Janiven can you help us with some of the leg work involved on these as you know Westcrown so well? As for the keys, yes I thought they would be here in the Crux. I thought that House Thrune had fully penetrated the Lodge with their Chelaxian Lodge loyalists. It appears I was wrong, which I believe to be a good thing as this should mean that the most important parts of the Lodge have not been looted.

Janiven knowledge local: 1d20 + 15 ⇒ (13) + 15 = 28-Actually I don't need to do any searching, I can tell you what you need now. The sisters keep a diminished base in the Cader. I know where it is, but they are known as feared assasins and few of the Cader venture near their building. They cremate their victims and store the ashes in the monastery so the dead can not be brought back to life. House Lucca is almost extinct. The remaining member is Rance Lucca and he runs a summoner's pit called the Devildrome, also in the Cader. He would know where Ghaelfin's remains would be and may even have them for all I know. You should start your efforts in the Cader as that is where two leads are. Meanwhile, Aiyln and I will work out this poem and see if we can decipher what it means.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

I'm sure with enough "persuasion" this once beautiful fiend can be counted on for some information. What do you say choppy? He glares at the Erinyes head.


The head glares back, You are lucky I'm just a head or I'd show you why they call us Furies. I suppose I do owe you a debt for getting me out of that dammnable box. My name is Khazrae by the way and if you take me with you to the Lodge I can tell you about the traps and dangers that I saw Dargentu Vheed and his minions installing before he threw me in the Crux. My memories aren't quite clear as it's been quite a while and I must confess I went a little mad in the darkness of the Crux, but if you take me with you I will do my best to guide you true. Devil's honor. She smiles brilliantly.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Ailyn, Janiven, see if you can find anything out about the Furies and Khazrae in particular."

"Khazrae, I take it that you would prefer not to be place back in the Crux? If you behave yourself then perhaps I will let you stay out, but if you misbehave, then I will not hesitate to put you back in the box."

"Areal, can we keep Khazrae here?"

"It looks like Ragnar and I will be headed to the Cader to see a group of assassins known as the Sisters of Eiseth, thanks for the tip Janiven otherwise I would have expected a group of benign old women. After that we will head to the summoner's pit called the Devildrome to find Rance Luccas, at least that sounds as bad as something as I would expect to find in the Cader."

"Anything else anyone wants to add before Ragnar and I head to the Cader?"


Janiven-No Caldir, we will work on our assignements and see what we cna pull from Khazrae. Good luck in the Cader! I have heard only bad things about the monastarey and the Devildrome.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Come on Ragnar, no sense delaying, we are off to the Cader."

Head to the Cader, first stop Lieutenant Denros and Captain Tuornos.


Ragnar gathers his equipment and follows you out to the streets. About an hour later you arrive once again at the now familiar gatehouse that serves as the primary entrance to the Cader.

This time both the Lieutenant and the Captain are on station and take a few moments to walk with you on the Cader side of the wall.

Tuornos-What mischief do you have planned for my district this time Caldir? I can only imagine its pretty serious if you brought this massive Ulfen warrior with you. Make sure it's nothing TO serious that I'd have to include in a report. He smiles warmly at you.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Good to see you Captain Tuornos, Lieutenant Denros. This is my friend and protector Ragnar. What can you tell me anything about the Sisters of Eiseth or Rance Luccas and the Devildrome?"


Tuornos-Protector eh? Didn't know you needed one of those; seemed deadly enough on your own. Probably for the best though. If you are going to tangle with the Sisters that's some serious business. They aren't anything close to as strong as they were once upon a time but they are still deadly enough in thier own right. Especially if you decide to call on their Monastery. Not that I'd mind you wiping the last remnants of them out mind you. They are a pain in my ass and a wild card in the Cader. As for Rance Lucca, he's a scoundrel and a thief and an all around good scumbag. He runs a summoner's battle ring that is technically illegal, but...he runs it in the Cader so no one really cares. He still has some family connections, limited though they may be, so taking him out would cause some problems. Probably best to come to some type of accomodation with him. I'll have Denros here give you some directions. Anything else I can help you with?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Is there animosity between the Sisters and Rance Lucca?"


Tuornos-Not that we are aware of. I believe they are largely unaware of each other as they run in different circles. The Sisters are clinging on to their beliefs as their power wanes, while Lucca is just looking to make as much coin as he can. Not a lot of activity around the Sister's compound-they tend to kill anyone that loiters around their chapter house. The reverse is true for Lucca; he always wants to be where the action is and tries to make more out of his little summoner's combat scheme than most others would.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks Captain, time for us to be on our way."

Get the directions from Denros and then head out towards the Sisters.


Denros draws you a rough map and gives you some directions and notes on landmarks that will find you the Sister's stronghold.

About an hour later you have made your way to the nothern reaches of the Cader. You notice that the relatively limited amount of foot traffic that you expect to see in the Cader is non existent in this area. You find the large hexagonal stone building in area cleared of debris. The slate-shingled roof comes to a sharp triangular peak. The external walls appear thick and you see four separate heavy woodne doors facing the street. Each door is fitted with a narrow sliding window.

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