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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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 like that idea, Alie." With his ungodly Perception check, his dwarven knack for sniffing out treasure, and hasted, Valgrim eyes the 5 biggest gems and the 5 shiniest weapons in the hoard and takes them over the next 9 rounds, stuffing them into his bag of holding while keeping one hand on his falchion.


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

"If there's no magic in evidence, I suspect we have not found the true hoard. He's had several dragons' lifetimes to add to his collection."

The bard looks around for likely hiding spots or passages to another hoard while staying near the others.

Perception: 1d20 + 25 ⇒ (6) + 25 = 31


Heh, managed to get this out faster than I thought. So here is that post a little earlier than I thought I would get to it. Got to run.

Alie keeps an eye out for an ambush as Bublaka and Valgrim carefully dig through the incredible pile of treasure. Ferez, meanwhile, scans the pile for telltale signs of magic.

GM Rolls:
4d36 ⇒ (2, 30, 13, 18) = 63

Very little gets past Valgrim's keen eye for mineral wealth and valuables. He first picks up an armband made from the purest mithral inlaid with a constellation of various small flawless gemstones that take the shape of the hammer rune of Torag. Next he unburies a lead-lined box, after checking for traps he opens to reveal a small metal cube made from adamantine in it. He spies a very interesting half-buried clockwork bird several feet from him when the minute runs out. It weighs about a pound and Ferez immediately gets a strong magical aura off of it once it is revealed. Meanwhile, Bublaka notices a somewhat hidden doorway up on the ledge above the hoard.

The minute is up. No Dragotha yet. What are you going to do? Figures it takes a few rounds to uncover each item as you are being careful and trying to keep one-eye out for dracoliches. YOu all have barely begun to dig through the pile to uncover whatever further riches it hides.


Also, not trying to cut anyone's actions short if you still felt you had stuff you wanted to do and had the time to do it in the first minute. Feel free to still do what ever you wanted to. Valgrim's been pretty busy but Ferez might want to concentrate on the metal cube once it is found. Bub can still check out the door, etc...

Realized in my rush that the above description is a bit confusing. It is the cube that is magical and weighs a pound. The clockwork bird does not radiate magic.


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

Can Bublaka reach the door and remain within 30' of the others? I presume this is a human-sized door and not dracolich-sized?

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)

"So should we just teleport out of here? I don't want to hang around if he brings back reinforcements..."


The door is up on the ledge. Would still be within 30' feet if you all are around the close edge of the treasure. I placed it on the map.


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 bard gestures to the shelf and the door upon it. "Let me have a look at that door. There might be something interesting within. And not being where he left us might be a good idea, at that."

He casts detect magic and studies the door as best he can.

Perception for the door: 1d20 + 25 ⇒ (3) + 25 = 28


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

I took the liberty of moving Valgrim to the hoard. I wasn't sure where the good Friar or Alie the awesome would be during the digging.


This is another of those worm-doors you are all too familiar with, the abundance of worms coating the tunnel and this chamber made it so that it blended in with it's surroundings. A Knock spell should do the trick.

Need to make the DC 30 Caster Level check for the worm-door to open to the Knock spell.


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

"Ah, hm. Alie? Would you be available to see what's behind door #1?"

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)

Caster level check 1d20 + 20 ⇒ (6) + 20 = 26
Caster level check 1d20 + 20 ⇒ (1) + 20 = 21
Caster level check 1d20 + 20 ⇒ (4) + 20 = 24
Caster level check 1d20 + 20 ⇒ (8) + 20 = 28
Caster level check 1d20 + 20 ⇒ (5) + 20 = 25
Caster level check 1d20 + 20 ⇒ (1) + 20 = 21
Caster level check 1d20 + 20 ⇒ (3) + 20 = 23
Caster level check 1d20 + 20 ⇒ (1) + 20 = 21

With her spells dwindling, she uses her moment of prescience to succeed at the Knock spell (total of 40 on the caster level check).

Hows that for the worst run of rolls in history?!


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

Wow...that run was awful! Friar puts the cube in his haversack and continues to constantly detect magic as he walks through the treasure pile.


Blame Valgrim ;p the universe had to balance itself after his streak of crits :)

This worm-door proves particularly difficult to open as Alie tries time after time to force it out of the way with magic. Focusing on it with her moment of prescience she sees a slight flaw in its protective aura and casts another Knock that acts like a crowbar to increase the size of the flaw until the door can no longer hold its shape and discorporates into a pile on the floor...

Meanwhile, as he waits for Alie, Bublaka takes note of a beautifully crafted violin case leaning up against the wall below him at the closest edge of the treasure pile...

Ferez slowly passes over the treasure pile concentrating deeply on any signs of magical auras. For a moment below him he gets a tiny glimmer...then its gone...no wait, there is definitely something there. Excavating through an ich or two of coins he pulls forth a impressive morninstar with a head made up of multiple flanges that if you look at from any particular angle take the shape of the sun. The radiant spokes of sunlight form the vicious spike of the weapon. Inlaid in gold down the shaft are also rays of sunlight radiating down from the head that lance various vampires, shades, and other undead; destroying them. A very strong magical aura radiates from the morningstar.

Bub can still check out the violin case if he wants but think we are up to speed for the minute at this point for everyone else.


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

"This looks nice." Friar admires the craftsmanship of the weapon and stores it in his haversack. He also puts on his ghostvision gloves.
I think the shortest duration buffs are haste and brilliant inspiration which last 2 minutes. So I say we can spend another minute looting. I am sure the spirit of the archmage wants Dragotha to come back for us to destroy the lich once and for all.

Friar continues his trek around the hoard, detecting magic.


If you all want to continue to the 2 minute mark (as Ferez does) than just let me know and we'll continue forward. Your round spell will probably expire a little before that so let me know if you renew anything.

Yes, indeed the archmage definitely wants to end the dracoliches existance permenantly.


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

Bublaka will indeed investigate the violin case. Continuing to loot is fine with him. He will wait to renew haste and brilliant inspiration until combat is imminent (or joined if his initiative roll is typical).


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

Question, GM, if Dragotha appears, per a teleport or dimension door, is it a new initiative or will you stick to the previous initiative? Because if it's a new initiative, then there's a chance he can appear, win initiative, and get a full round of actions. Valgrim is fine with more treasure seeking.


Hmmm, I would say it would be a new initiative since nobody is sure where anyone is anymore.

6d36 ⇒ (2, 17, 19, 15, 34, 13) = 100

Bublaka studies the violin case for a moment to make sure it is safe and notices the large rune etched in a fillagreed font across the face of the case. Opening it up reveals a darkwood violin with silver strings and inlays of platinum and pearl that bears the same rune of the infamous bard Tvash-Prull.

Alie takes a look through the doorway she just opened and sees a small chamber that appears to contain only one item - a three-foot-high font of pure water. There is a tunnel exiting opposite her that appears to end in a solid rock wall. This room has been revealed on the map.

Valgrim picks up the cleverly constructed clockwork songbird crafted of mithral and redwood. Next Valgrim uncovers a chest bearing the markings of the Sea Barons. Opening the chest reveals a large array of silver - everything from silverware and candlesticks to silver teeth and fillings. Bublaka says that it probably is a "tax" chest. The reality being that "taxes" were just a cover for the Sea Barons to raid the coastal towns along the Aerdi Sea. Following that Valgrim looks through a pile of weapons and pulls forth a adamantine greataxe that radiates powerful magic. He almost takes his thumb off just testing the sharpness of the blade. The metal of the haft is wrought into menacing abstract tribal shapes that twist into and around themselves. The head of the axe, however, loses any attempt at artistry, vying instead for pure deadly function. Those that can see invisible can discern runes of power etched into the edge of the axe-head. Amongst the same pile he also reveals a magical red-gold hilted rapier with deep blood-gutters running down the length of the blade.

Keeping a careful eye out as the ranger moves things Ferez notices that a mound of coins gives way in a miniature landslide and reveals an adamantine breastplate that has a dark burnish that makes the metal a deep hue of blue, almost bordering on black. It is cold to the touch but not uncomfortably so and is painted with ancient heraldry of three rings above a chalice. As Valgrim tosses aside a blackened rock, Ferez notices the strange stone radiates a strong transmutation aura. He picks it up and stows it.

That'll take you through minute two for searching. Bublaka and Alie still have actions.


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

Bublaka moves back to Alie's position to look at the font. "I must confess suspicion of anything to be pure in this place..."


The font itself is a simple unadorned fixture and the water within appears to be untainted. Neither font nor water radiate any magic.

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)

"Let's get out of this place. We've taken enough of the treasure to ensure Dragotha will come for us. I don't want to wait while he gathers all his troops and teleports back in here."


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

Bublaka studies the font and its room. "Was this a temple to some other deity before Kyuss' minions befouled it? Why would they have need for a font such as this otherwise?"

With a little time, he will try to recall what he knows of the bard Tvash-Prull, especially any tales relating to an instrument like the one we now have. Taking 10 on the check.

"Indeed. There's the possibility that he's chosen to hurt us as we are trying to hurt him - by attacking something we hold dear rather than facing us directly. He seems to know us well and might have any number of targets." As he says it, worry crosses the bard's face.

"I wish we had some way of stemming that foul green tide. I'm sure that's a significant source of power."


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 end this today, one way or the other." Friar pockets the gem and the beautiful rapier and continue searching for another minute.


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 admires and stores the great axe and continues looting as well.


Ok, looks like you have decided to stay the course until either Dragotha returns or you are done looting. I'll speed things up. You spend the remaining 18 minutes of your death wards looting, so I'll give you the full list of treasure (a little later as it is long and you are not really taking the time to appraise of identify stuff now) and assume you have taken what interests you and that you can carry. Let me know if there are any special actions or things you wish to do during this time. What are you going to do as all your minute/level spells begin to end? Dragotha has not returned as of yet.

Bublaka: I'll give you what you can recall on Tvash-Prull also in a little bit as it'll take me a bit of time to put it together.


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 was going minute by minute but at the ten-minute mark, Friar would have spoken up that we had enough treasures and maybe Dragotha fled to lick his wounds and plan his revenge. We would then teleport with Valgrim's Helm to the outskirts of Maskholm to go look for Lashonna. So you can shorten your treasure list to the 10-minute mark.


10 minutes is still plenty of time to give the hoard a good once over, so I won't short you anything for cutting it off a bit earlier (plus you earned every gold piece of it having gone through what you all have gone through). Hope I did the epic nature of the hoard some justice.


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

Ten minutes sounds good to me. After that we teleport to outskirts of Maskholm for a reckoning with the lady. Since the angel is gone, Valgrim can take the entire party with him. Teleport chance 1d100 ⇒ 78
The descriptions of the treasure were cool btw! Quite creative!


Experience reward for the Maw, Tabernacle, and Dragotha: 1,331,200!

Also, add 2 hero points on top of the one you gained earlier for Mahuudril. If you wouldn't each mind adding heropoints to the stats underneath your names, thanks!

After going through and pulling out everything that gives off even the slightest magical aura and grabbing anything else that stands out as particularly valuable or unique. You still leave behind a kingdom's worth of riches in the form of piles of coins, bits of jewelry, exotic armors, masterwork weapons, boxes, urns, and chests. A few minutes before you finish your search you all receive a sending that comes in the form of Manzorian's familiar voice, "Come see me in Magepoint. Dire events are occurring in Maskholm. I have information and items that will help you face what is to come."

Bublaka:
History of Tvash-Prull: Tvash-Prull appeared as a human male of uncertain age—both youthful and elderly at once. He was known to be lively, athletic, strong, and quick, with rosy cheeks and a wrinked forehead. His bald head offset by a small beard and luxurious mustache of sandy-brown. He tended to dress either shabbily, or in fine garb which was long out of style.

Tvash-Prull is one of the more obscure figures in the history and honed his trade in some of the most premier theaters in the lands, but his start was from much more humble beginnings. The talented half-elf spent most of his youth in the more grandiose opera house predecessor to what is now known as Miomay's Playhouse in Maskholm (which burned down during the succession from the Shield Lands 20 years ago), working odd jobs that ranged from janitor to carpenter to personal assistant for many of the Playhouse’s regular performers. He watched the myriad of talented performers about him learning everything they did after only seeing each performance a single time. He, however, was never one to try to upstage the performers he respected so much and remained behind the curtains. Even so, he wasn't idle during this time. The legends say he started on what has been call the "perfect symphony" during this lengthy time. One day he burned half his work because it was not worthy and he said his creativity "could only move as far as he had ever moved."

He picked up his violin and it is rumored he became an adventuring bard. It is also rumored he penned nearly 150 movements for many different types of compositions during his wanderings, to entertain his companions and play in venues across the lands.

However, as legends tell, he never composed a full symphony. He explained to admirers in his early years, that he didn’t have the patience or talent to focus on such a large undertaking. In truth, it is rumored among scholars, that his deepest desire was to write a symphony that would be remembered for a millennia.

His theories are still a course of study today. He theorized that by weaving unique spells he had researched into the fabric of a symphony’s music, the result would be one to rival the classics. He toiled in his twilight years but unfortunately never got to hear the finished work. It is rumored that Tvash-Prull died of old age only minutes after finishing his life’s work.

Reworked some of this from posts by Michael Brock. To give credit where it is due :)


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
Valgrim Twin-Axe wrote:
The descriptions of the treasure were cool btw! Quite creative!

Is it posted somewhere other than in this thread? Or are you referring to what was detailed here?

TWTW: I have used few HP, but I did try to max out a save (searching through my posts), so I took my last-reported count, subtracted the five for the save attempt, and added these three. I hope that's close enough for our purposes here. They are in my status line 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

We can't go higher than 20th level, right? So what is the point of xp? Just wondering.


We'll, originally this arc was supposed to take you to 21st or 22nd level by the end. Used epic handbook stuff from 3.5. I think we have rules for that in Paizo also but can't say I am familiar with them. Figure we would check it out if it is not overly complicated or there is a bare-bones method we can opt for if it is complicated. Not sure if the mythic handbook approaches this in a more basic way than tiers.


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've only seen Mythic rules, not for ones for levels 21 and above.


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

I'm good with trying some mythic tiers in place of epic levels. Just a thought.


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 teleport to Magepoint then.


You teleport without trouble to Magepoint and are usher by Celeste into the now familiar long, airy chamber that is Manzorian's study. Agath stands within looking haggard and worried, next to Manzorian. The archmage also wears a look of concern and addresses you as soon as you enter, "I have recently been visited by my old friend Balakarde in quite a state of agitation. I believe you are quite well aquainted with him yourselves. He raged about Dragotha escaping and requested that I locate the dracolich...which I have done." He holds up his hand to forestall any show of appreciation before continuing, "The city of Maskholm is under siege, strange clots of green mist rise from the ground and undead monsters and immense worms stalk the city streets. Worse The tower the Prince was building has been completed with amazing speed, likely aided by powerful magic, and a vortex churns in the cloudy sky above the Spire. Hidden up in the clouds...is where you can currently find Dragotha. I believe he is awaiting events to unfold and tip the balance in his favor after his defeat at your hands. He is deeply afraid now that his phylactery is destroyed and will likely avoid another face-to-face encounter without things heavily slanted in his favor or is emboldened by Kyuss' presence himself." He nods toward Agath as he continues, "Divination spells have revealed that Kyuss will soon emerge into the Material Plane there, and when he does, the Age of Worms will begin. Please tell me that you are able and willing to continue to help stop this cataclysm from happening. You will have all of our resources assisting you. I have much more to tell you but would like to hear in detail about what you faced in the fissure as Balakarde didn't seem to keen on giving much in the way of detail." He pauses giving you a chance to respond.

Have a happy Turkey-day all! I'll likely be posting very little over the next couple of days as I am visiting family BUT I'll bring the adventure with me and should be able to at least continue this conversation and maybe address whatever you want to do in Magepoint.


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

"Of course, we are willing to continue but we have expended many spells on the fight with Dragotha. If we cannot rest, then we will be severely hampered. Unless.....are divine scrolls at our disposal - especially Death Ward, as my spell will expire soon. We can pay. We have treasures from Dragotha's lair that need to be identified and gems to be used as collateral." Friar empties his bag of treasures in front of Manzorian.

Friar leaves the recounting of our tale in the Fissure to Bublaka, since it is a joy to hear him spin a tale.

I think Mythic is the way to go: pick a path, path ability, and a feat and we get Mythic Power and Surge.

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)

I agree. We have to rest and rebuff before we go looking for him again. Are all the treasures we took identified?


Manzorian listens closely to Bublaka's retelling of the harrowing trials you have recently undergone. He rubs his chin thoughtfully before continuing, "The new Spire of Long Shadows....for that is indeed what it is, erected in Maskholm serves as a focus for the unholy energies the Wormgod needs to escape from the black monolith that imprisons him. His agents have made no attempt to hide the monolith - it rests atop the spire at the highest point in Maskholm. The fact that the cult has so brazenly displayed the prison concerns me greatly, since it implies they fear no chance of failure.
I suspect that Kyuss himself may be able to emerge from his prison for short periods of time, but I doubt he can travel far....yet."
He shakes his head gravely as he continues, "Soon, he shall be able to leave the monolith behind and usher in the Age of Worms. Now that the process of his freedom has begun...it will not be reversible and we won't be able to force him back into his prison again. The omens and signs weren't right when he emerged prematurely 1,500 years ago, which is the only reason the Order of the Storm was able to return him to the prison. We are not so fortunate this time. If my calculations are correct than the only way to prevent the Age of Worms....is to destroy Kyuss himself..." He trails off to allow the magnitude of his words to sink in.

Manzorian and Agath quickly help you to identify all your recovered items after your discussion here. As to the request for scrolls, etc...no extras are available either here or in town. He will provide you additional help but it won't be in that form.


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 laughs sarcastically and he makes it clear that he is pissed with the Archmage and his crew. "So basically, you want us to go stop an undead horde and kill a god with no rest for our priest, bard, or mage to recover their spells. And on top of that, you wants us to take on liches, vampires, spectres, ghosts, and who knows what other energy-draining undead with no Death Ward protection. That's rich. So you're telling me that it never occurred to Agath here, who is a powerful priest in his own right to save up and store Death Ward scrolls away for a rainy day, in case, you know, he had to fight undead! And the powerful archmage can store parts of the Rod of the Seven Parts but can't produce one Death Ward scroll. I'll fight your fight, Manzorian, because it seems there is no other choice, but when you tie our hands in this manner, you can't expect us to win."

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)

Oh and don't forget the better than average chance that Dragotha shows back up at the most inopportune time possible. So that's great, too."


Agath visibly bristles at Valgrim's insinuations and responds, "Why you self-important egotistical....of course I have planned, but your not the only people facing this apocalypse and my services are spread thin as it is!" Manzorian places a hand upon his shoulder and gives you a cooler calculating stare, "I was not intimating that you should run headlong into abyss. Kyuss until he is entirely free is a mere shadow of his true divine potential, as Agath here has determined at great personal expense. As too the rod you mentioned..." He pulls the section you turned over to him from within his robes and offers it to you, "I had hoped to have more of the rod but a certain pit-fiend has proven to be quite recalcitrant in giving up his piece. Regardless, the rod was created by the Wind Dukes to fight evil divine powers and this fragment alone will still reveal weaknesses in Kyuss' defenses. I have done some further research and determined that another potent artifact - a Sphere of Annhilation - is possibly available if you still have the key, which in this case takes the form of a talisman. My research has lead me to believe that contact with the sphere could greatly weaken Kyuss but the exact effects of using it against a diety are unknown." Manzorian squeezes Agath's shoulder to both signal him to begin speaking and calm him at the same time. Despite this Agath's voice still has a hard edge to it, "Kyuss' faithful are small in number, even now on the eve of the Age of Worms. A diety must have faithful followers in order to exist, and once this new age begins there will be no shortage of those to fuel Kyuss' potentcy. At this early stage Kyuss is forced to draw upon lesser energies than faith to aid his reborth into the world. Just as he drew upon the faith of his cult 2,000 years ago to become a god, he now draws upon the fear and despair of Maskholm's citizens to empower his return.
If you were to aid the citizens of Maskholm against Kyuss' horrors, defeat some of the monsters his cult has unleashed upon the city, and defeat this Lashonna you would do a great deal to undercut this source of power he draws upon. Hope is a powerful weapon that the followers of evil commonly underestimate."
By the end of his speech he sighs, his anger spent and weariness can plainly be seen across his face. Manzorian picks up again, "I and my associates have been observing the magical energies currently at work in Maskholm. There is an immense buildup of negative energy in the walls of the new Spire of Long Shadows. The Spire is also infused with potent divine energy making it likely beyond our means to destroy. It is this research that has drained our resources of such things as the scrolls you have requested...and frankly, we ourselves need more. However, we have discovered that this negative energy is coming from elsewhere in Maskholm, from somewhere beneath the cities boneyard where an immense source, maybe even a portal to the Negative Material Plane, is focused and directed at the Spire. If you have the chance to discover what might be causing this flow of negative energy, you may be able to disrupt it. While this won't win the day it will likely slow Kyuss down." The archmages look becomes steely in it resolve, "The only way to stop the Age of Worms is to defeat Kyuss himself. He must not be allowed to escape. This is our one and only chance. With the aid of several powerful allies I will be traveling to Maskholm in the ethereal plane and invoking a powerful spell that will dimensionally lock the entire city. We can maintain this spell for about a week. We will tune the effects of the incantation to effect only Kyuss and his kin, you should still be able to travel freely. However, once Kyuss has gained enough strength to emerge as a god our efforts will broken. This should give you the chance to strike a fatal blow against Kyuss. While I cannot help you with lesser scrolls I have instead focused my efforts on where I deemed them most effective." He pulls forth three sheets of elegant parchment from his sleeve, "These are three scrolls with Wish upon them. Use them wisely..."


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 Valgrim a stern look. "Please excuse our frustration Manzorian and Agath..we have expended many spells just to reach Dragotha only to have the coward flee and now you ask us to do more without our most powerful protections against undead. We will bring hope to the citizens of Maskholm and take out Lashonna. We thank you for your gifts and we will fight until our dying breath."


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

With confidence, the half-orc bard says, "This is a victory whose tale will told for ages. I look forward to penning this epic after we win the day."


Manzorian nods in agreement at Ferez and Bublaka, "Yes, the road has been long indeed and one which we will doubtlessly recount around many a hearth should we prevail. The incantation will prevent Dragotha from fleeing again by magical means, at least, should he dare to reappear. My home here is at your disposal for rest, recuperation, and research if needed. We are leaving in a few hours for Maskholm but will be available until then should you have any questions you need answered or concerns we need to address." He gives you each a meaningful look before saying, "Best of luck to you all." Agath adds, "May Sarenrae look after you and may we all live to see the dawn after this dark storm."


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

Ok, so if same day here are what Friar has left:
Spells memorized:
Cleric Spells Prepared (CL 21st; concentration +30)
. . 9th—mass heal (2), miracle, prismatic sphere[D]
. . 8th—quickened blessing of fervor (DC 23), earthquake, fire storm (DC 27), empowered heal, sunburst[D] (DC 27)
. . 7th—quickened dispel magic, quickened searing light (2), sunbeam[D] (DC 26)
. . 6th—greater dispel magic (2), fire seeds[D], heal
. . 5th—flame strike[D] (DC 24)
. . 4th—holy smite[D] (DC 23)
. . 3rd—invisibility purge, protection from energy, searing light[D]
. . 2nd—grace (2), communal protection from evil, spiritual weapon, status, weapon of awe
. . 1st—liberating command, moment of greatness, remove fear, shield of faith (3)
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Glory, Sun

GM, how long did this take so far? An hour? What buffs do we have left?


An hour seems fair. Updated current status.

Current Status:

Valgrim: 288/288
Ferez: 185/185+15
Bublaka: 215/215+15
Alie: 185/185+15

Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves

Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 150 minutes
Prot from Fire - 140 minutes
Stoneskin - 140 minutes
Barkskin (100 minutes)
Freedom of Movement (self, 100 minutes)
Greater Darkvision (self, 120', 15 hours)

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 150 minutes
Prot from Fire - 150 minutes
Barkskin (100 minutes)
Stoneskin - 140 mins

Alie:
Protection from Cold - 140 minutes
Freedom of Movement - 140 minutes
Stoneskin - 140 minutes

Bublaka:
Prot from Fire - 140 minutes
Barkskin (100 minutes)
Freedom of Movement - 140 minutes


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 addresses Manzorian, "We cannot wait hours. We will head down to Maskholm now before our remaining buffs expire. I think Lashonna's home/estate is the logical place to start. Can you teleport us there?"


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Whoohoo! My finals are done and my posting rate should now return to normal levels. Hopefully, Bub is nearing completion also.

"Yes, that won't be a problem. However, keep in mind that it will take me a few hours to start the incantation to seal Maskholm from planar travel. So, be careful of attracting too much attention too quickly while they still can get around or summon allies."

Ok, is everyone ready to head out and are there any other spells or preperations you wish to make before you go or as you arrive?

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