DaWay |
Assuming someone offers it a little blood. A refuge token appears floating in front of you.
Now that the party has found the hidden cache, the keywords to speak while rending the tokens are all that remain before the Pathfinders can access Krune’s hidden location.
If the PCs defeat Naroth, the captured Shoanti are free from the subduing enchantments and are eager to return to their nearby lands. Haywood and Wattlee request that the PCs escort them through the dangerous Wyvern Mountains back to Kaer Maga. Should the PCs agree, Venture-Captain Heidmarch congratulates them on a job well done, and promises to keep them abreast of the Society plans regarding the Lissalan cultists, and to keep them in mind for future missions to thwart their sinister plan.
THE END.
Will get chronicle sheets out today as well as reporting done. Will start the next to last installment there.
DaWay |
Words of the Ancients
The summons from Sheila Heidmarch arrives two hours before dawn, and the venture-captain demonstrates a scarcely contained mix of excitement and anxiety as she motions for everyone to take a seat. “A short time ago, I sent a you to recover the refuge tokens that might grant us access to the Runelord Krune’s lair. While you succeeded in recovering the tokens, we still lack the proper command words to activate them, and no amount of divination seems able to provide them.
“While we don’t know the command words themselves, we do know that the words are etched into a set of rune plates— durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions—that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard’s Thousand Columns in what was once Haruka. You won’t have time to formally chronicle the site today, as you will not be alone. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead. As a result, I have called in a favor from a Lissalan cultist we captured some months ago to have you teleported directly to the site.
“Krune and his predecessors appear to have protected their towers against most forms of divination. As a result, there is little more that I can tell you on short notice. The Thousandth Spire stands near the western end of the site, and its entryway will be marked by these runes,” she states, placing a slip of paper on the table. “Don’t tamper with any of the other towers unless you know what you are doing; you will be travelling to an eminent site of sloth magic, and there’s little telling what products of conjuration magic lie hidden within.”
With that, Sheila plants her feet and curtly nods to signal the close of the meeting. “You have your orders: retrieve the runeplates, exercise discretion, and show initiative. You’re among my top agents, and I trust you to do whatever it takes to get the job done. Questions?”
DaWay |
You will be met and teleported back at the completion of your mission. Oh, and one more thing, Karethia, the one preforming the magical transportation is not informed of the Pathfinder's true mission; She has been entrusted onl to preform teleportation magic at the society's command.
She dismisses you, you have a chance to gather supplies, and memorize spells as needed.
After meeting Karethia and being teleported.
A two-tiered, half-mile long ravine gashes a jagged wound across the dry ground of the Storval Plateau, defining the limits of Desgard’s Thousand Columns. A grove of enormous crystalline prisms fills the ravine’s bottom, but only a few of the gem-like pillars crest the fifty-foot cliffs to the north and south. Built precariously close to the precipices on either side rise two rows of sturdy stone towers, each bearing irregularly placed spikes that appear to grow from the stone itself.
DaWay |
ok, assuming I can move on...
A small army of bodies lie crumpled, broken, and scattered about this tower. Many of the corpses are partially dissolved, and the parched ground is pitted as if from strong acid. Unlike the entrances of the other towers, this structure’s door stands slightly ajar, as if it had been forced open.
You arrive and you find a dragon picking bits of chainmail from his teeth and loungin at the ravines edge in front of the Thousandth Spire's entrance.
Hold! What do you want? Have you come to play with the great Zonaladin.
Seelah of Iomedae |
"I presume by your magnificent stature that you must be the great Zonaladin? I am Seelah. Just what is it you 'play'?"
Detect Evil
Thoth the Constant |
Being an Arcane Zoologist Thoth probably knows everything there is to know about dragons. His knowledge of Coppers in particular leads him to ask.
"We are interested in hearing your best joke Great Zonaladin"
knowledge Arcana: 1d20 + 27 ⇒ (11) + 27 = 38
DaWay |
The copper dragon looks up at the heroes, injured and beaten. If only I could muster the strength right now. Why should I believe you. I have been alive for a long time and never heard of the Rune Lord of Sloth. Lissala is a long dead god, before that of your Aroden.
Algar go ahead and give me a diplomacy roll.
Seelah of Iomedae |
"Zonaladin, perhaps if we healed you, then we could continue this conversation, and maybe hear your best joke ... may I approach and use my healing wand on you?"
Diplomacy: 1d20 + 13 ⇒ (6) + 13 = 19
Algar Lysandris |
About more then 10 000 years ago an Azlanti refuge came to this part of the world. During his lifetime he founded and impressive empire called Thassilon. In order to help him rule the different province his mage-generals took the name of Runelords. With the development and specialisation of rune magic all 7 runelords took a different path. When the Emperor Xin eventually died. The runelord fought for control of the empire. For some reason we don't know the Managed to survive Earthfall by retreating into fortified tombs in suspended animation. The Cult of lissala, has managed to find the resting place of one of them, to acquire the physical means via Sigil wafers powered by soul fragments. While we don’t know the command words themselves, we do know that the words are etched into a set of rune plates— durable, well-crafted, and roughly parchment-sized tablets bearing ritual instructions—that are held in the Thousandth Spire, one of the many towers at the Thassilonian ruins known as Desgard’s Thousand Columns in what was once Haruka. Our divinations also sensed multiple cells of Lissalans converging on the site, and it appears they have a lead, and we need to beat them to it
Diplo: 1d20 + 15 ⇒ (9) + 15 = 24
Algar Lysandris |
Nope not even. In fact this pretty lady is a paladin of Iomedae. She is our Moral compass and makes sure we don't fall to evil on this quest. I am Algar Lysandris, an oracle. This is Toth the archeologist, Seoni and Quelion are respectively a sorceress and a wizard
Seelah of Iomedae |
Seelah Recovers her wand from Thoth and approaches the dragon ... casting a cure ...
CMW: 2d8 + 3 ⇒ (6, 1) + 3 = 10
DaWay |
Thank You, I will grant you passage to the spire with a warning. Turn out to be one of the Lissalan's and I will be picking your flesh from my teeth.
Four entrances lead from the tower’s atrium, which rises fifteen feet before disappearing into a cloud of dense, chill mist. A mural depicting a plethora of extraplanar creatures wraps its way around the entire room, focusing on the space above the northern door, where a larger-than-life depiction of a bald man covered in tattooed runes appears to hold the otherworldly creatures in thrall. One of his hands rests upon a bronze panel from which two angels emerge.
DaWay |
Four entrances lead from the tower’s atrium, which rises fifteen feet before disappearing into a cloud of dense, chill mist. A mural depicting a plethora of extraplanar creatures wraps its way around the entire room, focusing on the space above the northern door, where a larger-than-life depiction of a bald man covered in tattooed runes appears to hold the otherworldly creatures in thrall. One of his hands rests upon a bronze panel from which two angels emerge.
Largely oval room with hallways to the east and west and a large passageway to the north. Where to?
Seelah of Iomedae |
Presuming the angels are statues too ...
"Not to leave a threat behind us let's inspect both side doors before proceeding ... if you concur, let us head to the right door first ... as I wouldn't want to go to the wrong door!", Seelah says laughing at her own lame joke.
"What? Thoth can't have all the fun!"
DaWay |
No need just a hallway...
Everburning lanterns placed regularly along these dustless halls illuminate a passage built entirely of dull iron bricks mortared together with lead. Like pictures tightly packed into a gallery hang dozens of broad, bronze panels embossed with scenes of fiendish animals, planar monstrosities, and titanic beasts, each creature with a short inscription engraved next to its image. Dampened roars, muted wails, and barely audible speech sporadically whisper through the halls, ruining the otherwise perfect silence.
DaWay |
The Four corridors converge orthogonally upon an octagonal space roughly thirty feet across in the tower’s center. In the place of more bronze panels stand eight open, rectangular door frames adorned with metal studs, each doorway’s contents obscured by cool, gray mist. Embedded into the floor in the center of the room is a large numeral one crafted of red marble. A small niche in the southeast wall houses a hand-sized, polished granite statuette of a muscular dwarf wearing robes and hefting a hammer.
Perceptions and Initiatives please.
Seelah of Iomedae |
perception: 1d20 + 1 ⇒ (16) + 1 = 17
initiative: 1d20 ⇒ 10
DaWay |
stealth: 1d20 + 18 ⇒ (16) + 18 = 34
initiative: 1d20 + 9 ⇒ (7) + 9 = 16
Init Order:
Quelion 20, ? 16, Algar 14, Seoni 13, Seelah 10, Thoth 5,
About 20' away Seelah, Algar and Thoth meet the gaze of three gaunt, long-limbed quadrepeds that has huge soulless eyes and a toothy maw. The lean creature moves with a predatory grace. Hound of Tindalos
Seelah, Algar and thoth I need fort saves DC 18 or feel a tiny portion of your soul rip away and take 5d6 ⇒ (1, 2, 5, 6, 6) = 20 damage if failure, save negates.
Quelion your actions