DaWay |
The door opens into a fifteen-foot hallway that extends to the northeast and northwest to create a heptagonal perimeter around a central structure. Great stone plates inlaid with bluegreen metal are built into alternating walls, each massive plate inscribed with its own immense rune. Framing each rune is a trio of extraplanar figures cast in stone, each one’s visage twisted in anger, agony, or despair.
The only other visible door lies on the eastern side of the central structure.
As your approach each rune I need you to roll your choice of Arcana, Religion, Linguistics, or Spellcraft.
Seelah of Iomedae |
Thoth should probably make the roles ... though Seelah would like to move quickly through, she's burning buff ...
Seelah can assist with religion .. Religion: 1d20 + 10 ⇒ (8) + 10 = 18
Thoth the Constant |
If possible Thoth will take ten for knowledge Arcana on each statue for a total of 42 on each, if that is not possible here come the applicable rolls.
Arcana: 1d20 + 32 ⇒ (9) + 32 = 41
Religion: 1d20 + 18 ⇒ (2) + 18 = 20
Linguistics: 1d20 + 13 ⇒ (17) + 13 = 30
Spellcraft: 1d20 + 19 ⇒ (19) + 19 = 38
DaWay |
Thoth because you beat the DC by more than 10, Everyone else it is the Rune of Life.
subtle forces of death can disrupt and destroy the rune.
The following can disable the rune: dealing 20 points of
negative energy damage in one round (27 points in Subtier
10–11); bestowing 2 or more negative levels; dealing 2 or
more points of ability damage to a single ability score by a
poison or disease in one round (3 points in Subtier 10–11);
or casting a spell at the rune of 3rd-level or higher with
the death descriptor (4th-level or higher in Subtier 10–11).
Thoth the Constant |
"I hypothosize that similar to the blood draining mechanism we encounted a few weeks ago, that this particular Rune somehow empowers whomever is attempting to resurrect the Rune Lord."
Thoth looks towards the Diabolist
"Can any of the minions you summon envenom or poison this rune? I know your imp can, but do you have anything with a bit more for lack of better words fire power? Like a giant scorpion, iron cobra, or giant wasp? Perhaps summon a few and have them all attack at once in order to deal the amount of damage I believe will work."
Thoth the Constant |
know arcana take 10: 10 + 32 = 42
Know Religion: 1d20 + 18 ⇒ (11) + 18 = 29
Linguistics: 1d20 + 13 ⇒ (15) + 13 = 28
spellcraft: 1d20 + 19 ⇒ (14) + 19 = 33
"Great work Quelions minion. Onward to the next one."
DaWay |
I am okay with that. Beacuse you beat the DC by 10 or more again you know how to disable it.
Rune of Control
A PC who identifies a rune of control understands that it is vulnerable to servant creatures and powerful commands. The following effects can disable the rune: or casting a spell at the rune of 3rd-level or higher
with the compulsion descriptor (4th-level or higher in Subtier 10–11); dealing 30 points of damage from summoned or called creatures in one minute (50 points in Subtier 10–11); or making a successful DC 30 Use Magic Device check (DC 35 in Subtier 10–11).
DaWay |
disabled...moving along assuming Thoth rolls at least a 2 he gets all the knowledge rolls applicable. I guess the saving grace of this adventure is the knowledge man.
Rune of Armor
A PC who identifies a rune of armor understands that
effects that scorch, tear, or sabotage can disrupt and
destroy the rune. The following can disable the rune:
dealing 25 points of acid or fire damage in one round
(35 points in Subtier 10–11); making a successful DC 30
Disable Device check (DC 35 in Subtier 10–11); or
dealing 25 points of piercing or slashing damage
form a single attack (35 in Subtier 10–11).
Thoth the Constant |
I'm the saving grace? Not when combat starts. What subtier are we playing in?
Tier 7-8 disable device take 10: 10 + 22 = 32
tier 10-11 disable device: 1d20 + 22 ⇒ (8) + 22 = 30
I think we are playing low praise heavens.
DaWay |
Lower tier due to all the pregens.
another rune disabled.
Rune of Life (Again)
A PC who identifies a rune of life understands that
subtle forces of death can disrupt and destroy the rune.
The following can disable the rune: dealing 20 points of
negative energy damage in one round (27 points in Subtier
10–11); bestowing 2 or more negative levels; dealing 2 or
more points of ability damage to a single ability score by a
poison or disease in one round (3 points in Subtier 10–11);
Assuming the same solution:
One of the outsiders bound to the rune was
a monadic deva whose +3 flail is wrapped around his neck
as if it were a noose. Unlike the rest of the outsider, the
flail is still metal and did not turn to stone. Any creature
with a good alignment may draw the flail directly from
the wall without any effort.
Seelah of Iomedae |
"Can anyone else use this flail? If not, I will give it a whirl", Seelah says, spinning the spiked ball in a circle over her head.
The flail would help Seelah slightly, but if someone would benefit from it have at it.
DaWay |
Rune of Defense
A PC who identifies a rune of defense understands that
effects that batter and shock can disrupt and destroy
the rune. The following can disable the rune: dealing
25 points of electricity, force, or sonic damage in one
round (35 points in Subtier 10–11); dealing 25 points of
bludgeoning damage from a single attack (35 in Subtier
10–11); or casting dispel magic at the rune (CL 11th, or CL
14th in Subtier 10–11).
Two more runes to go!
Seelah of Iomedae |
"Also a fantastic way to burn all of our spells before we face the Rune Lord."
Quelion |
"I have little doubt that is the intent. So far, however, I have been more challenged by the foes preventing us from reaching this place. You would probably argue that to trust the offers of Hell is foolhardy, and you would be about 99% correct. But never doubt its' might."
Thoth the Constant |
"If we are capable of defeating a Runelord with magic missiles then Quelion's Army of Hound Archons should more than do the trick."
Thoth thinks for a moment
"Unless the runelord is a Will o Wisp"
Algar Lysandris |
Bah seelah that is why we brought you. To Smite all of that evil before us. he says with a smirk
Anyway, i expect the runelord to be protected by magic resistance, spell turning, magic immunity to certain spell and be highly resistant to all elemental energies. Remember one of you must prevent him from casting his powerful magic so that we force him to have to deal with us in melee
DaWay |
And just to get them out of the way. The final two you have seen before.
Rune of Alacrity
A PC who identifies a rune of alacrity understands
that effects that would impede a creature’s speed and
mobility can disrupt and destroy the rune. The following
can disable the rune: being entangled by a magical or
alchemical effect for 7 rounds (10 or more rounds in
Subtier 10–11); being staggered or paralyzed for 5 rounds
(the rune can be targeted as if it was a humanoid, but
behaves as a non-humanoid in Subtier 10–11); or dealing
25 points of cold damage in one round (35 points in
Subtier 10–11).
Rune of Life
A PC who identifies a rune of life understands that
subtle forces of death can disrupt and destroy the rune.
The following can disable the rune: dealing 20 points of
negative energy damage in one round (27 points in Subtier
10–11); bestowing 2 or more negative levels; dealing 2 or
more points of ability damage to a single ability score by a
poison or disease in one round (3 points in Subtier 10–11);
or casting a spell at the rune of 3rd-level or higher with
the death descriptor (4th-level or higher in Subtier 10–11).
Tomorrow we fight a runelord!