The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Valgrim dispels the prismatic wall with his rod again and attacks lich as swift action.

Exousia full attacks:
Speed: 1d20 + 37 ⇒ (10) + 37 = 47 or 1d20 + 37 ⇒ (9) + 37 = 46
Damage: 3d6 + 37 ⇒ (2, 3, 2) + 37 = 44
1st attack: 1d20 + 30 ⇒ (4) + 30 = 34 or 1d20 + 30 ⇒ (9) + 30 = 39
2nd attack: 1d20 + 25 ⇒ (18) + 25 = 43 or 1d20 + 25 ⇒ (9) + 25 = 34
Damage: 3d6 + 37 ⇒ (5, 1, 5) + 37 = 48
3rd attack: 1d20 + 20 ⇒ (15) + 20 = 35 or 1d20 + 20 ⇒ (15) + 20 = 35
4th attack: 1d20 + 15 ⇒ (8) + 15 = 23 or 1d20 + 15 ⇒ (11) + 15 = 26

Friar channels energy to harm undead: 10d6 + 19 ⇒ (6, 3, 6, 3, 2, 4, 4, 4, 3, 4) + 19 = 58

Valgrim's attack: 1d20 + 36 - 2 + 8 + 2 ⇒ (10) + 36 - 2 + 8 + 2 = 54
Damage: 2d4 + 2d6 + 36 + 2d6 + 8 + 2 ⇒ (2, 3) + (1, 3) + 36 + (4, 2) + 8 + 2 = 61


Rod destruction chance: 1d100 ⇒ 68 Still there!

Will save: 1d20 + 29 ⇒ (6) + 29 = 35

Valgrim removes the prismatic wall and steps forward to strike the undead creature. His blow lands solidly, but like the angel he is suddenly overcome by terror when Thessalar doesn't fall. Exousia lands two solid blows of her own and Ferez burns the lich's bones to ash with his holy power. Thessalar's crown rolls across the floor and comes to a stop at the base of the force vat full of goo.

Well done!

1d4 ⇒ 3

Valgrim:
We didn't think you would mind to much being botted as it seemed like you would just keep taking down the walls. Hope it was ok.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I am happy to help with the walls of force. I am glad the rod was useful. Much better than waiting with nothing to do like before.

"Great job, all. I guess let's check out the lich's treasures and try to find what we came here for."

Bubba can identify 3 items per minute. You no longer need Identify spell and a 100 gp pearl like in prior editions to identify magic items. Now only takes 3 rounds per item with a Detect Magic and the appropriate Spellcraft check and our bard has DM and +25 on his check vs. DC of 15+caster level. For weapons/armors:
MINIMUM Caster Level is 3*Enhancement Bonus
- +1 = CL3 (DC18)
- +2 = CL6 (DC21)
- +3 = CL9 (DC24)
- +4 = CL12 (DC27)
- +5 = CL15 (DC30)
So Bubba auto-makes +3 or lesser weapons/armors; needs a 2 or higher for +4 items; and 5 or higher for +5 items.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Glad you didn't mind V and that rod was awesome.

While Bublaka identifies the items, Exousia casts Greater Restoration on herself to regain her strength. She then studies the portcullis and tries to dispel its magic (arcane lock can be dispelled). She can cast the spell at will. Should I roll or say it takes 2 minutes, like taking 20?

Meanwhile, Friar tells the party, "I feel a pull from inside the force cylinder so whatever we need must be floating in that goo. But it could be a slime monster also, contained by the wall of force." Friar spends a charge from the wand of communal resist energy to give everyone except the angel and Valgrim acid resistance.


I'll say it takes 10 minutes to identify everything (as there is quite a lot), dispel the arcane locks on all doors in the chamber, root through the contents of the portable hole, and force the two rusted gates open (they are really solidly rusted shut at first). So your in the 16 minute range for your buffs you originally cast.

potions of inflict serious wounds (10),
lesser rod of quicken metamagic,
wand of scorching ray (8th, 23 charges),
evil robe of the archmagi,
ring of protection +3,
ring of wizardry II,
headband of vast intelligence +6,
handy haversack,
two gloves of storing (one contains his portable hole and the other his lesser rod of quicken metamagic),
boots of speed,
portable hole,
gold dust worth 100 gp,
3 doses of true seeing ointment (worth 250 gp each),
gem dust worth 5,000 gp,
2 doses of ruby dust for forcecage spells (each dose is worth 1,500 gp), the poratble hole contains a vast collection of spellbooks and 22,000 gp in miscellaneous spell components and foci for spells.

Everything is once again medium sized. The lich was under the effects of a Frightful Aspect spell. Quite an interesting transmutation spell.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Very cool, spell. I had not heard of it.

Nothing of the treasure appeals to Valgrim. Perhaps Bubba or Friar will find interesting stuff. When the Remove Fear wears off, Valgrim cowers in a corner while the spell wears off. Afterward, Valgrim asks for another Shield of Faith from the clerics and then he and Exousia will flank the cylinder of force. We ask for a Haste from Bubba and ask them to move away and when ready, Valgrim will touch the rod to the cylinder and await the results.


You got frightened, so the spell had no more effect on you after 1d4 ⇒ 4 rounds and the remove fear suppressed that effect. So Valgrim is fine when the remove fear wears off. Exousia had cast a second one on him. Otherwise he would have teleported back to Zulshyn's. More to come tomorrow, no more time tonight.


Rod destruction chance: 1d100 ⇒ 26 Still good.

Valgrim and Exousia flank the cylinder as Bublaka and Ferez wait just outside the gates leading into the chamber. The force vat disappears in a blink with a touch of the Rod of Cancelation and it's digusting contents wash across the floor (and around Valgrim's and Exousia's legs?) The stuff undulates on the floor and fanged mouths coalesce out of it's substance and lash out at the two warriors within reach...

Initiative: 1d20 + 8 ⇒ (20) + 8 = 28 Hmmm, guess it is going first.

The speed at which the thing forms and lashes out catches the warriors a bit off-guard as the goo takes further shape into an even more monstrous thessalhydra than the two you fought out in the courtyard!

We'll just say it goes after the largest thing in the room, Exousia.

Melee Main bite +28 1d20 + 28 ⇒ (12) + 28 = 40
Damage: 4d6 + 17 ⇒ (5, 2, 6, 3) + 17 = 33
Bite #1: 1d20 + 26 ⇒ (9) + 26 = 35
Damage: 1d6 + 17 ⇒ (5) + 17 = 22
Bite #2: 1d20 + 26 ⇒ (10) + 26 = 36
Damage: 1d6 + 17 ⇒ (2) + 17 = 19
Bite #3: 1d20 + 26 ⇒ (10) + 26 = 36
Damage: 1d6 + 17 ⇒ (5) + 17 = 22
Bite #4: 1d20 + 26 ⇒ (6) + 26 = 32
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Bite #5: 1d20 + 26 ⇒ (11) + 26 = 37
Damage: 1d6 + 17 ⇒ (4) + 17 = 21
Bite #6: 1d20 + 26 ⇒ (15) + 26 = 41
Damage: 1d6 + 17 ⇒ (1) + 17 = 18
Bite #7: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Bite #8: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 1d6 + 17 ⇒ (5) + 17 = 22
tail pincer: 1d20 + 26 ⇒ (4) + 26 = 30
Damage: 2d6 + 17 ⇒ (1, 2) + 17 = 20

I have Exousia's AC currently at 49 (32+11armor+5barkskin+1haste)

Despite the things fury, it does not manage to penetrate the angel's defenses.

Your all up.

P.S. Thessalhydras cannot be flanked, so no bonus there.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

By the way, GM, Exousia is under a Greater Heroism, so she is immune to fear effects. My bad, I did not notice it.

Exousia fends off the creature's attacks. She waits for Bublaka to inspire and then swings herself!
Hasted Attack: 1d20 + 41 ⇒ (19) + 41 = 60
Damage: 3d6 + 39 ⇒ (6, 4, 5) + 39 = 54
Normal: 1d20 + 36 ⇒ (12) + 36 = 48
Damage: 3d6 + 39 ⇒ (2, 2, 6) + 39 = 49
2nd: 1d20 + 31 ⇒ (5) + 31 = 36
Damage: 3d6 + 39 ⇒ (6, 4, 4) + 39 = 53
3rd: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 3d6 + 39 ⇒ (6, 2, 5) + 39 = 52
4th: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 3d6 + 39 ⇒ (3, 2, 6) + 39 = 50

Friar shoots a searing light at the creature.
Ranged touch attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 44


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Botting Bubba, he inspires courage as a swift action and casts Slow on the super-hydra: Will DC save 19 to negate.

Valgrim takes a swing at the beast now!
Attack #1 with Haste: 1d20 + 35 ⇒ (19) + 35 = 54...threat
Damage: 2d6 + 32 ⇒ (1, 5) + 32 = 38
Attack #2: 1d20 + 30 ⇒ (4) + 30 = 34
Damage: 2d6 + 32 ⇒ (4, 6) + 32 = 42
Attack #3: 1d20 + 25 ⇒ (8) + 25 = 33
Damage: 2d6 + 32 ⇒ (2, 2) + 32 = 36
Attack #4: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d6 + 32 ⇒ (2, 4) + 32 = 38
Attack #5: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d6 + 32 ⇒ (6, 1) + 32 = 39
Confirmation: 1d20 + 35 ⇒ (10) + 35 = 45
Extra Damage: 2d6 + 32 ⇒ (2, 1) + 32 = 35


Ferez: Ah yes, that definitely would have helped. No harm done in the end tho, just cost you a 1st level remove fear :) She missed all the rest of her attacks that round anyway.

Valgrim only manages to find something vital to hit in the gooey mess of the thessalhydra once and Exousia twice. (AC 40)

Spell penetration Ferez: 1d20 + 21 ⇒ (12) + 21 = 33 Success.
Spell penetration Bublaka: 1d20 + 19 ⇒ (5) + 19 = 24 Fail.

Ferez's searing light burns into the mass. It has a very rapid healing but your not giving it much of a chance to recover.

Damage: 103+73+44=220-20

Melee Main bite +28 1d20 + 28 ⇒ (8) + 28 = 36
Damage: 4d6 + 17 ⇒ (4, 1, 1, 2) + 17 = 25
Bite #1: 1d20 + 26 ⇒ (14) + 26 = 40
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Bite #2: 1d20 + 26 ⇒ (14) + 26 = 40
Damage: 1d6 + 17 ⇒ (1) + 17 = 18
Bite #3: 1d20 + 26 ⇒ (15) + 26 = 41
Damage: 1d6 + 17 ⇒ (4) + 17 = 21
Bite #4: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Bite #5: 1d20 + 26 ⇒ (12) + 26 = 38
Damage: 1d6 + 17 ⇒ (6) + 17 = 23
Bite #6: 1d20 + 26 ⇒ (19) + 26 = 45
Damage: 1d6 + 17 ⇒ (4) + 17 = 21
Bite #7: 1d20 + 26 ⇒ (14) + 26 = 40
Damage: 1d6 + 17 ⇒ (1) + 17 = 18
Bite #8: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 1d6 + 17 ⇒ (5) + 17 = 22
tail pincer: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 2d6 + 17 ⇒ (3, 1) + 17 = 21

It continues to snap at its foes to no avail.

Go ahead. Your turns again.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Bublaka casts Slow at it again.
SR roll: 1d20 + 19 ⇒ (7) + 19 = 26

Valgrim rages and full attacks it again:
Attack #1: 1d20 + 37 ⇒ (12) + 37 = 49
Damage: 2d6 + 35 ⇒ (5, 2) + 35 = 42
Attack #2: 1d20 + 32 ⇒ (18) + 32 = 50...threat
Damage: 2d6 + 35 ⇒ (1, 3) + 35 = 39
Attack #3: 1d20 + 27 ⇒ (4) + 27 = 31
Attack #4: 1d20 + 22 ⇒ (19) + 22 = 41...threat
Damage: 2d6 + 35 ⇒ (4, 6) + 35 = 45
Attack #5: 1d20 + 17 ⇒ (7) + 17 = 24
Confirmation #1: 1d20 + 32 ⇒ (6) + 32 = 38...no
Confirmation #2: 1d20 + 22 ⇒ (11) + 22 = 33...no
Total damage: 3 hits for 126.


With Valgrim's last blow the animated goo creature disintigrates back into the fluid that it originally arose from. Valgrim feels a presence manifest itself into his blade. Ferez now feels the pull only back toward Zulshyn's.

Valgrim now has a +4 insight bonus to initiative checks; and a +2 luck bonus to Strength and Constitution. This holds true to whomever attunes to the falchion.

The rest of the laboratory/fortress has a few more disturbing experiments going on but nothing dangerous or of long term interest to you. Congratz, Thessalar is vanquished. That went a heck of a lot smoother for you than N'Vesh-N'kar.

Experience gained: 102400 + 25600 + 25600 = 153600

Where to and what now?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Sweet bonuses, GM!

We grab the treasures, Exousia shrinks in size, and we teleport back to Zulshyn's place. When she answers the door, we show her Thessalar's crown and smile, "I believe we had a deal for that fragment of Balakarde."I am sure Bubba gives her a nice welcome back kiss too.


Zulshyn's brooding demeanor breaks for just a moment as she gives a slight smile, "Wonderful." She gives Bublaka a smoldering look and says, "Come with me, the statue is in my private chambers." The rest of you do not get the impression that you are invited and Bub returns shortly with a statue that is an amazing likeness of the wizard Balakarde.

The statue gives a +10 insight bonus on all craft and perform checks: and a +2 luck bonus to dexterity and charisma.

As the bard approaches a sudden strange stillness falls over the area. Sounds grow muted, colors dull, and the air itself feels thick and chilling. With a foreboding sense of dread, you all feel the urge to touch the objects you have recovered together.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

We do so then...


K, just didn't want to assume.

A brilliant flash of light heralds the arrival of a ghostly figure of a man floating serenely in the air with an expression of joy on his face. The sense of oppressive menace and muted reality are swept away the instant you touched the objects together. The spirit floats for a moment regarding you with a look of immeasurable thanks before you hear his voice in each of your heads, "You have done what I dare not hope could be accomplished. I have sensed and heard your purpose. As long as you seek Dragotha's destruction I shall give you my aid." He says the dracolich's name with such hatred that it twists his ghostly face horribly before returning to normal. "I was foolish and thought I could catch the evil dracolich off-guard not realizing I was playing right into his claws. I failed to recognize the taint of Kyuss on one of my most trusted advisors souls - Lashonna. Beware her, she is second only to Dragotha in Kyuss' service" He shakes his head sadly, "Fate is cruel to have led me to her. I followed her advice and clues into the Wormcrawl fissure thinking I had the upper hand. When I teleported in to Dragotha's inner sanctum he was waiting for me. Did he just kill me? Oh no, he captured me and the tortures I was forced to endure were unimaginable." The spirit's form is wracked by convulsions and ghostly Kyuss worms eat slowly away at his incorporeal flesh, "It lasted months at least but I remained defiant. Little did I realize that the ancient evil had one last card to play....one that I did not see coming. He finally broke me body and soul. He had recovered my dead sister's remains and turned her into one of his mockeries, a Kyuss Knight! He had her deal the final death blow to me...my sweet Maralee." His ghostly soul fractures as it must have done so long ago. Balakarde's ghostly form regains form, "You now offer me a glimmer of hope where there was none before...a chance for revenge!"

There is a picture of Balakarde's ghost up on the Roll20 load screen.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar is overjoyed that the party was able to reunite Balakarde's spirit. "You were a great guide for us, Balakarde. Lashonna shared your notes with us and she suggested killing Dragotha, Kyuss' herald. It seems she has been furthering her own agenda. We destroy Dragotha and she moves from number 2 to number 1. We are on this path already and we have destroyed the draco-lich's phylactery, so his death can be permanent. Eliminating the general of the army still benefits us. I am sure we will deal with Lashonna in due time. And even more so, for what he did to you. I am sorry for your pain. Do you have any information about Dragotha's location, his defenses, etc? How did you know how to teleport into his inner sanctum? Was Dragotha alone or who were his allies/guardians? Anything you can tell us will be helpful. Did he have the Spire? I remember when we visited the Spire of Long Shadows, we received a vision that Dragotha tore off the spire and flew away with it. It must be how they intend to resurrect Kyuss and bring him back into our world."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

"Yes, any tactical knowledge you could give us abut Dragotha's defenses or location. We know from your maps of the Fissure that Dragotha's lair must be somewhere through Kyuss' Maw, we assume. Is that correct? Do you know how far from there? Are we talking days of traveling or hours?"


The ghost nods, "Oh yes, I am quite familiar with his inner sanctum. I knew how to teleport there because of the information that Lashonna gave to me...foolish, foolish, foolish, I should have seen that she was too inimately familiar with the place. Yes, the tabernacle lies through Kyuss' Maw and lies through about a mile of twisting tunnels. I cannot tell you much about the rest of the tabernacle, but I can tell you that his allies who reside there will be quick to respond to an attack on the dracolich. It was one of the reasons I stood little chance overcoming Dragotha. They came quickly...and I guarantee you that Dragotha is already aware of your presence here and preparing for your arrival. I strongly recommend you destroy his support first. As to what his allies within the tabernacle are...well overworms, at least one wormdrake, and his avolakia priests. The Writhing Sanctum is his lair and lies directly below the tabernacle. It is also the resting place of the spire you speak of...Kyuss' prison. I imagine that he will await you there, both because that is where he is most powerful, but also to guard the spire from you. Dragotha himself is a monster like few others this world has ever known. He has all the powers and capabilities of a great wyrm red dragon powered by the undead energies of a lich making him immune to cold, electricity, fire, paralysis, polymorph, and sleep. You can bet he covers acid and sonic with magic. Besides that he is nigh invulnerable to magic and can use his terrible breath weapons at the same time he casts spells and tears things apart. Beware his most feared attack, his Deathwind breath. It's a storm of negative energy that will destroy you and heal him at the same time. Be glad that he can only muster it once a day."

If you have more questions or wish clarification on something please continue to ask questions.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Avolakias? Have we fought those before? What do we know about them other than they are divine spellcasters?


He responds to your questions about the avolakias, "Ah, I had maybe thought you had come across them in your research. Avolakias resemble a disgusting cross between an octopus, worm and insect. They have slimy, pale gray bodies and moved around on six tentacles, each of which ends in an eye. They reek of death. They prefer to rely on magic or their own spell-like abilities when fighting. They also send their undead servants to fight for them, or if forced into melee, they will use their poisonous bite and flail with their claws. Avolakias animate corpses and use zombies as both minions and as a food source. Although they can eat flesh from living or freshly killed creatures they much prefer to eat undead meat. The tongue of the avolakia is composed of guttural, slobbering sounds. Most avolakias understand Undercommon, but their physiology makes it impossible for them to speak it. Completely repulsive creatures."


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

I found this information that BT had previously given us:
Avolakias are nightmarish intelligent worms with the capability to assume humanoid form. However, we have no idea as to immunities, resistances, SLAs, etc.

Friar also asks about locked doors and traps in the Tabernacle and Sanctum. "As you can see, Balakarde, we are a mighty group, but we consist of 2 priests, a warrior, and a loremaster. We have no trap disabler or lock opener, so it would help to have information on that. Also, you mentioned the Sanctum is beneath the Tabernacle. Any idea how we access the lower level? Stairs? Rope ladder? Pit? Etc.."


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Wow, folks, you made short work of the lich. Did we find his phylactery and I'm forgetting or are we expecting him to return? I'm half concerned that any treasure we keep from his hoard will be his phylactery and he will reform among us. Maybe that's not so bad...

Do the bonuses from the items continue to provide their bonus after we awaken Balakarde? As you might suspect, I would greatly appreciate the opportunity to claim the statue. A +10 to perform for a bard with versatile performance? Yes, please!

Retcon a bit: "The lich's robe is an evil item, only of benefit to one with a black heart to match its hue. We should see that it is destroyed or perhaps it can be purified and given to a mage of pure heart. Similarly, the potions are only useful for undead, it would be akin to poison for one of us."

"Friar, would you be interested in the wand or the rod? I believe either should be of use to one of your devotion and abilities. This ring (ring of wizardry) appears to only work for me of our quartet, but that one is protective (ring of protection +3) and could be used by any of us."

"The headband will greatly enhance one's intelligence, but my headband suits me more. The boots can give someone the benefit of my haste spell as they wish. These items provide means of storing things, of course." Actually, can you put a portable hole in gloves of storing without ripping a hole in the multiverse and getting sucked into it? Like putting a portable hole in a haversack? The lich could have saved us a lot of trouble...

I would love to have both rings, but I already have one (though I have not used it yet). There's a magic item that allows you to have four attuned, but only two active at any particular time. That would be perfect right about now, but I will happily let someone more martial have the +3 deflection bonus instead. I can use the quicken rod and wand if Friar or Exousia do not want them.

And other than scratching off resources (are we resting here again?), I think I'm caught up.


Balakarde continues in a serious tone, "The tabernacle has been Dragotha's primary lair for over 15 centuries, during which it also doubled as Kyuss' prison. The structure has potent defenses due both to the ceaseless efforts of the cult of Kyuss' and the Wormgod's own presense. The whole place radiates strong abjuration, transmutation, and necromantic magic. The place has a powerful unhallowed effect that you will be unable to overcome and DO NOT try to scry. All you will see is Kyuss' himself which is near enough to drive anyone mad....and alert him to your presence. I did not interact directly with the place. If some of what Lashonna told me is to be trusted there is a pit to access the lower caverns in the center of the tabernacle. Lashonna of course gave me a good enough description that I just teleported straight to him."

Bublaka: Yes, you still have the bonuses. You can now see why Zulshyn did not want to give up the statuette easily.


In a belated answer to Valgrim's question.

"Avolakias are immune to cold, disease, energy drains, and paralysis as far as I know but they are quite capable of using their magics to make themselves resistant to whatever types of energies you throw at them. They are also just strongly resistant to spells in general. They often like to impersonate whatever race they are infiltrating by taking on their forms. This shapeshifting is not magical in nature, so magics detecting such things are ineffective. When in humanoid form, an avolakia can implant suggestions with its melodious and hypnotic voice. Beware it, and it is worse if you meet their gaze."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Bubba, we didn't even search for his phylactery. Someone as intelligent as Thessalar is sure to have it well hidden very far from here. So he may return...

Bubba, the ring of protection is yours. Friar and I use Shield of Faith for the +5 deflection bonus and Exousia has her deflection aura.

"Thank you for the information, Balakarde. The avolakia seem tough. It seems the situation calls for a stealth attack....the Tabernacle is not protected against teleportation magic so perhaps a Dimension Door can get us in, if we are close enough. However, with not all of us trained in Stealth, we will need magic that causes silence, which Friar and Exousia may prepare. And then try to slay Dragotha's allies one at a time before an alarm can be raised. Risky approach."

Valgrim pauses, holding his hatred of undead inside of him, realizing this is a good undead spirit: "I am curious about something Balakarde...you mention that you seek revenge against Dragotha. While we are all grateful for the gifts your items have imparted on us, I do not know how else you can help us. Guidance, perhaps?"


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

My thoughts...

Good to have you back, Bub! I had not seen the Quicken Metamagic Rod, so Friar would take that, if you don't mind. :) Not interested in the rest of the treasures. I think we are resting here one last night (hopefully, it is not our last night..hehe).

Dragotha's place seems quite difficult. I have no problem preparing Silence spells to be used on coins. That wormdrake we fought could be the one in the Tabernacle...and we had to run last time when he gated in Super-Jaws! Next time, we fight him, one of us will have to ready dispel magics against it to prevent it from calling for more help. That might be only way to defeat it, while Valgrim and Exousia melee it. Then the priests with a gaze attack...we have our work cut out for us. A pit in the center? Sounds reasonable.

As for Dragotha, the only thing I have to hurt him then, with all those immunities, is holy energy from either channel energy, searing light, or sunburst, assuming I could even penetrate its insane SR, which I am sure it must be in the 30s.


Balakarde shakes his ghostly head, "Lashonna warned me against trying to teleport into the tabernacle proper. I believe there are some defenses but what they are I do not know. She obviously left out key information so I would not suspect her of knowing too much. As to how I can assist you against Dragotha? Well, you have seen what just a fraction of my magical essence can grant you, when you face him I will hold nothing back and grant you much more power than you have now. I will however, be conserving my power until then and will not be able to manifest to you like this again."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

"Well, that is good news! Glad to have your help! So you could teleport into the Sanctum but it was not recommended into the Tabernacle? Hmmmm...That becomes more troublesome. I am sure the place must have sentries, invisible and not. If we are spotted, we lose element of surprise. Any ideas anyone?"


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

"We don't have many options at this time. I say, we look at what the entrance of the Tabernacle looks like and then we decide if we risk teleporting inside."

GM, did we get any story xp for bringing Balakarde back? I am just asking because according to Valgrim's experience points of 2,201,430, if we add the current xp we received upon defeating Thessalar of 153,600, that equals = 2,355,030, which leaves us just 44,970 xp short of 20th level. :)

"Balakarde, there is something I am confused about. What role did the Ebon Triad have to do with Kyuss? I am sure none of the 3 gods share Kyuss' worm infested dreams of conquest. And then we had heard that Lashonna hunted down the members of the Ebon Triad. But we found numerous chests of treasure there. So it is all a bit confusing. And how about Prince Midas? Wasn't he building a ziggurat in his city? BT had written: The whole city is being spruced up, but the most worrying aspect of it all is the fact that Midas is constructing a great ziggurat that reminds you in an ominous way of the ziggurat at Kuluth-Mar. And Lashonna was trusted by him, so that would make sense if she was guiding him along to further Kyuss' plans. It's starting to make sense."


Excellent question, while you won't get Balakarde's rewards until the end of this chapter, I have not given you xp for the wormdrake encounter yet. I'll give it too you later but for now make yourselves 20th level since you at least earned that much on your last encounter with it.


"The Ebon Triad is a somewhat heretical faction that is unsupported by any of the main churches. From the fanatical peripheries of the three evil churches comes a blasphemous doctrine known as the Way of the Ebon Triad, an anonymously penned collection of essays and scrolls soaked in phantasmagoric allegory and apocalyptic ecstasy. The Way outlines in vague terms a series of rituals and portentous events that culminate in the spiritual and physical adhesion of three evil gods into a single supremely powerful overdeity. Outlaws even within their own blasphemous religions, adherents to the Way of the Ebon Triad travel the world in search of fellow wanderers, often banding together to influence important events and edge the world closer to catastrophe. To the Ebon Triad, these events merely presage the advent of the Age of Worms, an era of darkness and writhing death that would provide the required backdrop for the ascension of their tripartite deity. In my opinion, they are simply an extension of the Kyuss' cults whose goal is to sow dissension in the competing religions of the three other gods. Now that I know she is a servant of Kyuss', it puts some serious doubt on any of her claims at working against Kyuss' or the Ebon Triad for that matter unless they were competing with her for power. I suspect she herself started those rumors to give herself some legitimacy in your eyes." he frowns at the mention of the ziggurat, "Hmmmm, it sounds like Lashonna is making some play for power with the ziggurat. She would need Kyuss' prison however, and Dragotha keeps that guarded and I doubt he would allow anyone to do anything with it without being personally involved."


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

"Yes, very troubling. Maybe she is waiting for us to slay Dragotha and then swoop in and steal the spire. We will have to watch out for that."

Thanks for info, GM. I was always confused how the ET fit into all of this.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

The lesser rod of quicken metamagic is yours, Friar. Do you want the wand of searing light (8th level, 23 charges) for those times you don't want to burn your own spells?

And I overlooked - I have two rings already. I just need to find a meridian belt in Zulshyn's closet.

Before leveling up, my Diplomacy bonus is +40 right now. With Friar's aid, we should be able to talk a dracolich out of his black heart's desire!

Leveling up will require more time than I have at the moment, but tomorrow is promising.


Hope your not all waiting on me, I am waiting for you to decide what to do next. Are you done speaking with Balakarde? Are you resting? Headed into Kyuss' Maw? Preparations?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I was waiting for Bubba to level up and for the new player to join before moving on. I told him 20th level and WBL 500k (that's our party average). Hope that's ok.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar does not have any more questions for Balakarde. He bids the spirit adieu and thanks him for his gifts and hopes they make it far enough for him to make another appearance.

Plan is to rest one more night and then Wind Walk to Kyuss' Maw and then reform and walk the mile to the Tabernacle. Should give us time to meet Gerald also.


After finishing your conversation with Balakarde, Zulshyn takes you all back upstairs and on the way says, "I have another visitor who just arrived. I think you may wish to speak with her before heading into Dragotha's waiting jaws." She gives a dry smile after this last comment.

I'll allow you all to introduce yourselves to the new party member and vice-versa as Zulshyn sips wine off to the side.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

A short human female was sitting in the back of the room. She kept quiet, with a broad grin on her face, nodding at the newcomers. She had a few rings and baubles on her fingers; and various wands and rods poked out of her satchel. At first appearances, she didn't look very much like an adventurer, except for the confidence that clearly radiated from her person.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

A muscular dwarf with black dragon-like scales approaches the woman, "Pleasure, ma'am. Valgrim Twin-Axe at yer service and these be my allies. Any friend of Zulshyn is an ally of ours." Oddly, the dwarf has no axes on him despite his surname, only a falchion strapped on his back.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

A priest bows before the beautiful young woman, "The blessings of Sarenrae upon you. I am Friar Ferez, humble priest of the Dawnflower, part of Valgrim's Vanguard and on a sacred quest to destroy a draco-lich and stop the Age of Worms...and you?"

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

"Hello, boys. Call me Alie. Alie Saechell. Pleasure to make your acquaintances. I've heard stories about this undead dragon, and I'm here to give you a hand. Alie the dragon slayer has a nice ring, doesn't it? Zulshyn has told me quite a bit about you lot and you sound like a strong group."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim looks at the slim woman. "You must be an arcane sort. We had a friend who commanded the wind and lightning. Unfortunately, he got too close to a mariith and she squeezed the life from him so learn from his mistakes. Stay away and you will be fine. We would appreciate your assistance." The dwarf looks a bit more somber now.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar shoots the dwarf a look. "Don't mind our dour leader, Alie. He tends to be overprotective and though he appears all tough on the outside, he is mush inside, once you get to know him. And he was referring to our former comrade, Vulcan, who died in a battle with a marilith. We will all do our best to protect each other. After all, it's only us 4 now that our planetar angel is leaving us."


Exosuisia speaks up, "While I would like very much to stay and smite the dracolich myself, I am afraid that the battles on the Abyssal fronts have not gone well in my absence. Syranus himself has commanded my return to the front." She hands over her breastplate and greataxe to Ferez, "As agreed."


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim gives the angel a warrior's handshake. "A pleasure fighting at your side, Exousia. Thank you for your help. Take care."

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

"You all had an angel fighting on your side? That's impressive. I feel pressure now to fill those shoes, or sandals," she smiled, admiring the handsome angel. "And I plan on staying far away from any monsters like that!"


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bubluka is uncharacteristically quiet as he studies the woman, remembering friends that have gone before. He looks at Zulshyn, a question in his eyes, do you get visitors a lot down here?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

The angel is a she.

"If you're joining us Alie, here's what we need to do." Valgrim unrolls a map of the region. "After resting and preparing our magics, we will Wind Walk here, to Kyuss Maw, deal with whatever guardians may be there and travel a mile to the Tabernacle, where we will try to sneak in to Dragotha's lair and kill avolakia priests and the wormdrake, among others before entering the Writhing Sanctum and fighting the first ever dracolich. Works for you??"

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