| Rudrik Halvar |
Rudrik touches down after the fight and catches his breath. He's effusive in his thanks to Nime for keeping him upright.
With a somber look he watches over Shenuska's unmoving body while Theo pilfers the artifacts.
"That drider's probably gonna come back later," he says. "Stay sharp. I'll carry Shen. That means fighting off ol' spider-butt is up to Calendula."
| DM Brainiac |
With a flash of light, Theodric teleports you out of the ruined monastery and into to the bustling city of Kaer Maga. The busy streets are thronged with people and creatures of all descriptions, the population a melting pot of outcasts and followers of strange philosophies. The city survives mainly on trade, as the surrounding lands are largely unsuited to agriculture. Its reputation for accepting all comers has resulted in an extremely cosmopolitan population, and the tradition of self-sufficiency has translated into an unwillingness to accept any central authority over the city as a whole—indeed, the city maintains a carefully controlled anarchy.
Amidst this backdrop, a bit of asking around leads you to a shrine to the Redeemer Queen. Quite a large congregation of Nocticula’s worshippers reside here, including an elven high priest named Variel. He is capable of resurrecting Shenuska for a price.
It will cost 11,000 gp for the resurrection.
| DM Brainiac |
After providing Variel with the expensive diamonds required for the ritual, the elf bows his head and prays to the Redeemer Queen to give Shenuska a second chance at life. At the height of the spell, he leans forward and kisses the psychic’s lips. Shenuska’s eyelids flutter open as her soul returns to her body, and while she is drained from the ordeal, she is very much alive again!
| Nime |
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When Shenuska blinks her eyes open, she's almost immediately enclosed in long blue arms. "Oh, Shenuska," Nime gushes as tears fall freely down her face. "I was so worried that you wouldn't come back and I didn't want to wait until you found another body."
She releases her tight grip on the psychic and takes her hand.
"Now you come with me. You need some rest before we take the next step and I'm going to be right there with you," she continues.
The undine leads Shenuska back to the nearby inn where she's paid for the nicest room available and, after a warm bath, tucks the woman into the soft blankets. "Now you just rest," Nime says, joining Shen on the bed and wrapping her body up behind her - the heat of the undine's body soaking into the woman's muscles.
| Shenuska |
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"You know, a few minutes rest and I'll..." Shen gives up when it becomes clear that Nime has no intention of not making her rest. And it must be said that the warm bath and snuggling under good blankets is remarkably soothing - so much so in fact that when Shenuska sinks into meditation to remove the lingering weakness in her body she then slides right through into sleep, without ever intending to.
She awakes several hours later feeling completely rejuvenated, although she is considerate enough to wait for Nime to wake naturally before demanding answers and studying the Gluttonous Tome.
I can use Bodily Purge to cure my own negative level, so do that before sleeping and I'm all fixed the next morning! :D
| Rudrik Halvar |
Rudrik seems reasonably satisfied with the outcome of things.
"I bet we'll see that drider again," he says, "but hey, I'll take this little victory."
"I'll see you all tomorrow," he says once Shenuska is resurrected and carted off to rest. "We can figure out what's next."
So what's next?
| DM Brainiac |
Note that resurrection gives you two negative levels, and you have to wait a week in between removing them.
The next step is to return to Magnimar, journey to the risen isle of Xin off its coast, and use the runewaking ritual to summon Zutha’s shade and destroy the Runelord of Gluttony once and for all!
| DM Brainiac |
While you are taking downtime in Magnimar, Shenuska performs extensive research in the Sihedron Council’s libraries about Runelord Zutha. Fortunately, there is plentiful information to be found there.
Zutha was the fifth and final runelord of gluttony and ruler of the Thassilonian domain of Gastash, reigning from -5642 AR to the end of Thassilon in -5293 AR. Zutha, unlike the rest of the Runelords, was not human but a monstrous undead that could taste and touch and feel like a living human being, but at a price. His undead body required constant renewal from a source left unmentioned in any surviving texts. He attained this unique undead state to allow him to continue glutting himself on the produce of his rich kingdom.
It is said that Zutha never ate the same meal twice, constantly dining on exotic foods and 'meal-slaves' from across Golarion. He was described as being mightier with the pen than the sword but this was not a slight against his skill at arms. Zutha sold Gastash's excess food to every domain in Thassilon, often selling to both sides in a war between rival runelords. Those who crossed Zutha soon found their supplies running very short. Zutha's favourite weapon was a set of rings and Ioun stones that he could use in a unique way. He even favoured this above his scythe-like weapon of rule.
Like all of the runelords, Zutha divined Thassilon's impending fall and made contingencies to survive. He bound his essence into an eldritch book, the Gluttonous Tome, that was split into three volumes and entrusted to his three greatest servants. Thassilon's destruction was more complete than Zutha anticipated, however, and the three books were scattered to the farthest corners of Avistan. If the three books are ever brought together, whoever possesses the reconstituted Gluttonous Tome will be possessed by the spirit of the undead runelord and Zutha will be free to plague the world once more.
In 4715 AR, noted Pathfinder Varian Jeggare rebuilt the Gluttonous Tome under Zutha's influence, but Jeggare's companions Radovan Virholt and Eando Kline freed him from Zutha and together they defeated the risen runelord before he could properly reconstruct his body, and later scattered the Gluttonous Tome again. However, this brief return was enough for Zutha to re-establish a foothold in the world and for his influence to fester within all fragments.
| DM Brainiac |
After several weeks in Magnimar, the upgrades to Rudrik's armor and weapons are finally completed. Decked out in his freshly enchanted gear, the half-orc accompanies the rest of you aboard Tyalee's Whim, recently returned from Korvosa. Captain Sursha, 'Elbows' Eddi, and the rest of the crew are happy to catch up with you during the three-day journey to the isle of Xin.
The green kiss of rotting seaweed clings to the shores of this small isle, its shoreline made complex by dozens of protruding islets and jagged sea stacks. The strange and jagged architecture adorning the isle itself seems devoured in many places by the passage of time or hidden by growths of strange fungus, but the ruins stubbornly refuse to give up their glory. Fragmented statues, once-magnificent temples, and gracefully curved streets remain to give hints of what was once a glorious city. From atop one of the smaller isles to the southwest, the massive columns of the Tarnished Temple beckon.
The Temple was once devoted to the seven convictions of rule—convictions that the runelords perverted through their descent into sin and excess. Through the use of the runewaking ritual at this site, you can force the Bone Grimoire to transform into an approximation of its undead author, prompting an early manifestation of Zutha’s body even though the entirety of the Gluttonous Tome is not at hand. If this reduced but still quite dangerous manifestation of Runelord Zutha can then be destroyed, the remaining fragments of his phylactery will crumble to dust, and one of Golarion’s most dangerous necromancers will be forevermore dead.
Casting Time 70 minutes
Components V, S, F (a portion of the Gluttonous Tome), SC (up to 8)
Skill Checks Bluff DC 28, 3 successes; Knowledge (arcana) DC 28, 2 successes; Spellcraft DC 28, 2 successes
Range touch
Effect a shadowy simulacrum of Runelord Zutha
Duration 1 minute
Saving Throw none; SR no
Backlash All casters take 2d6 points of damage.
Failure All casters gain 1 permanent negative level and are exhausted until that negative level is removed.
This ritual can be performed only at a site like the Tarnished Temple of Xin, where a potent legacy of Thassilon’s pre-runelord values still exists. The ritual creates a temporary and weakened version of Zutha from a portion of his phylactery, drawing power from the Shadow Plane to manifest a simulacrum-like incarnation of the runelord. If this manifestation of the lich is destroyed before the ritual’s 1-minute duration expires, all three portions of the Gluttonous Tome crumble to dust and Runelord Zutha is forever slain; otherwise, as the ritual expires, Zutha’s temporary manifestation melts away into a heap of corrupted flesh and the portion of his phylactery used in the ritual emerges unscathed.
Thanks to the power of Sorshen's kiss, Shenuska and Nime both gain a +10 morale bonus on all skill checks to perform the runewaking ritual.
| Nime |
"There is so much sadness here," Nime says as she looks over the island. She shakes her head. "We need to decide where we're going to cast this ritual and what kind of preparations to make beforehand."
With the bonus granted from Sorshen's kiss, Nime can clear both the Bluff and Spellcraft checks with a Take 10. She's got nothing for Knowledge (arcana).
Spells to cast before the simulacrum appears: prayer, blessing of fervor, communal resist energy - what type?, protection from evil on Rudrik and Theo. Anything else?
| Shenuska |
Shenuska makes a point of purchasing some scrolls before they leave Magnimar to ward against Zutha's attacks. 5 copies of Death Ward - 3.5k
Upon arriving at the Tarnished Temple Shenuska immediately takes charge, directing the rest of the group to chalk circles, place various objects and the portion of the Gluttonous Tome that they have in pride of place.
She can take 10 on all the checks and pass.
Before the simulacrum appears Shenuska is careful to apply (or have someone else apply) Death Wards to the group as well as a bevy of other spells.
Extended Mage armor, FoM, Fly on herself. Heroism on Rud and Cal and finally Silence on Rudrik.
"My final spell is going to stop you talking." She tells Rudrik beforehand. "But it'll deaden all sound within about twenty feet too. Get close to Zutha and stay there, it'll interfere with his spell casting."
| Rudrik Halvar |
Rudrik is missing for most of the day while the team is in Magnimar - at first it seems like he might be out taking in the sights, but he usually comes back a bit scuffed and dirty and eventually it comes out that he actually got a job working as a carriage driver for the duration of the team's stay.
"Getting the armor enchanted was expensive," he explains. "Gotta pay the rent!"
~~~~~~~~~~
Rudrik absorbs Shenuska's advice and nods. "Stick close to the undead thing. Got it."
| DM Brainiac |
Skill checks to cast a ritual cannot benefit from the aid another action, and the caster attempting the check can’t take 10 or take 20, even if she has an ability that would normally allow her to do so when threatened or distracted. You'll have to roll for them!
Full rules for rituals can be found here.
| Theodric Silvui d'Ontalen |
Theo's skills would only let him manage the Know Arcana and Spellcraft ones - and even then, he'd need to roll at least a 14 for the Know Arcana ones and a 15 for the Spellcraft ones.
| Shenuska |
Skill Checks Bluff DC 28, 3 successes; Knowledge (arcana) DC 28, 2 successes; Spellcraft DC 28, 2 successes
Bluff 1: 1d20 + 12 + 10 ⇒ (16) + 12 + 10 = 38
Bluff 2: 1d20 + 12 + 10 ⇒ (6) + 12 + 10 = 28Bluff 3: 1d20 + 12 + 10 ⇒ (17) + 12 + 10 = 39
Knw Arc 1: 1d20 + 18 + 10 ⇒ (6) + 18 + 10 = 34
Knw Arc 2: 1d20 + 18 + 10 ⇒ (16) + 18 + 10 = 44
Spellcraft 1: 1d20 + 18 + 10 ⇒ (16) + 18 + 10 = 44
Spellcraft 2: 1d20 + 18 + 10 ⇒ (12) + 18 + 10 = 40
She'll pause the last ritual for as long as she needs to get the buffs up (9 rounds I think, so DC37 on final check).
Shenuska performs the ritual flawlessly, needing no more aid than the memories implanted by her 'sister's kiss to navigate the complex spells required. With the last string of arcane syllables she takes a deep breath and looks around.
"He comes. Be ready!"
| Nime |
When Shenuska reaches the portion of the ritual where the end should be and continues in looping phrases, Nime looks on confused for a moment. Her eyes then widen as she realizes what she's supposed to be doing.
She begins casting her spells in preparation of the runelord's appearance.
prayer, blessing of fervor, communal resist energy - fire, protection from evil on Rudrik and Theo.
EDIT: And since Every. Bloody. Thing. lately seems to fly, she'll recommend that Theo cast fly on Calendula and Rudrik.
| DM Brainiac |
Shenuska performs the ritual, drawing upon her knowledge of magical traditions while cajoling Zutha's lurking spirit to take the bait and manifest in a physical form. Upon completion, the sky darkens and clouds roil menacingly. The Bone Grimoire shudders, its pages bulging outward until the ancient text splits open like an infected wound. A festering travesty of bloated flesh and fury spills out of the wound and then rises to his feet with a cry of pain and freedom! Magic crackles around the simulacrum of Runelord Zutha as several spells activate, including a shroud of mage armor that surrounds him. "In order for me to live again, you must die!" he intones in a sepulchral voice.
Nime: 1d20 - 1 ⇒ (8) - 1 = 7
Rudrik: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Shenuska: 1d20 + 3 ⇒ (10) + 3 = 13
Theodric: 1d20 + 5 ⇒ (6) + 5 = 11
Zutha: 1d20 + 7 ⇒ (10) + 7 = 17
Rudrik may act before Zutha! He's about 10 feet away.
| Rudrik Halvar |
Will save vs. fear, prayer: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Somehow barely shaking off the runelord's aura, Rudrik follows the directions he was given and moves directly to engage the undead creature so that the aura of silence will cover them both.
Bastard sword attack, prayer: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Bastard sword damage, prayer: 1d10 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Sneak attack damage: 2d6 ⇒ (4, 2) = 6
Probably immune to sneak attacks, but since I get to attack before he goes, he should be flat-footed, so maybe?
| DM Brainiac |
Sneak attack does work!
Zutha opens his mouth in a silent cry of pain as Rudrik's sword slices through his rotting flesh. The runelord's simulacrum suddenly disappears as a contingency takes effect!
A few moments later, those outside the silence area can hear Zutha's voice coming from high in the air. "My hunger for life will be sated!" he cries, following up with the words of an all-too-familiar spell. For the second time, Shenuska feels the icy chill of death magic stabbing into her heart!
Shenuska must make a DC 26 Fortitue save against finger of death or take 130 damage. On a success, she instead takes 3d6+13 damage. Remember the +4 morale bonus from death ward! Everybody may act!
Zutha is invisible but you heard his voice coming from 30 feet in the air directly above where he was standing before.
| Theodric Silvui d'Ontalen |
Pre-fight buffs: Shield, Mirror Image, Fly on self and martials, False Life
False Life HP: 1d10 + 10 ⇒ (6) + 10 = 16
Mirror Image: 1d4 + 3 ⇒ (2) + 3 = 5
DC24 Will Save: 1d20 + 10 ⇒ (16) + 10 = 26
Assume Theo cast fly on Rudrik before the silence spell went up - if only for convenience.
Seeing the initial form destroyed easily and hearing the real Zutha calling from above, Theo opened things by accelerating his team.
Casting Haste on everyone then flying up a ways to just get and maintain a clearer line of sight on Zutha.
| DM Brainiac |
Calendula Charge, Smite: 1d20 + 22 ⇒ (7) + 22 = 29
Miss Chance: 1d100 ⇒ 68
Damage: 1d8 + 25 ⇒ (3) + 25 = 28
Zutha's spell is devastatingly effective, and once more Shenuska's lifeless body collapses in a heap. Screaming in rage, Calendula takes to the air, her long limbs stretching out as she slices with her glowing sword. The blade finds purchase in the invisible Runelord, and chunks of rotting gore fall to the ground. Nime rises up as well, while Theo vanishes from sight.
"A holy warrior! Their souls glow so brightly, it is always so much fun to snuff them out!" Zutha taunts, his voice coming from a different position now. He speaks another swift spell, then follows up with the same deadly incantation that claimed Shenuska's life!
Calendula must make a DC 26 Fortitude save against finger of death or take 130 damage. On a success, she instead takes 3d6+13 damage. Everybody may act! Rudrik may take two rounds of actions, for last round and this one. Zutha has moved away but is still within range for everybody to move and attack.
| Rudrik Halvar |
Rudrik moves in response to the gloating and spellcasting as best he can, trying to keep up with the ever-shifting invisible runelord.
Bastard sword attack, wild swing: 1d20 + 18 - 4 ⇒ (5) + 18 - 4 = 19
Bastard sword attack, wild swing: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24
Of course, he can't hit what he can't see.
| Nime |
Nime's eyes narrow dangerously. "If you're going to accept the wind as your lover, you'd best be prepared to handle all her moods and whims!" Nime calls out as she blasts the invisible runelord's position with a high velocity jet-stream of air.
river of wind - Creatures caught in a river of wind take 4d6 nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being knocked prone.
River of Wind - DC 23: 4d6 ⇒ (4, 2, 2, 5) = 13
| Theodric Silvui d'Ontalen |
Not knowing just where Zutha was, Theo had to just estimate from his voice and working around where everyone else was.
I have no idea if this is aimed at the right place or not but Theo's aiming for the most likely place Zutha might be.
Empowered Fireball: 10d6 + 10 ⇒ (6, 3, 1, 4, 3, 1, 1, 5, 5, 4) + 10 = 43
| DM Brainiac |
Calendula Fortitude: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 3d6 + 13 ⇒ (2, 4, 1) + 13 = 20
Zutha Reflex, Fortitude: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 13 ⇒ (16) + 13 = 29
Calendula resists the death spell, coughing up globs of black blood. Theodric’s fireball engulfs the invisible Zutha, and he roars with agony, the smell of scorched flesh filling the air. He resists Nime’s spell and dodges Rudrik’s attack.
Calendula cries out to Iomedae as she swoops towards Zutha’s location. His invisibility proves little defense as she drives her blade deep into his rotting heart!
Calendula Attack, Weapon of the Chosen: 1d20 + 22 ⇒ (20) + 22 = 421d20 + 22 ⇒ (12) + 22 = 34
Miss Chance: 1d100 ⇒ 97
Crit Damage: 2d8 + 50 ⇒ (2, 8) + 50 = 60
”No! I will not be defeated!” he declares after moving to yet another position outside the silence effect. A crackling green ray lances through the air and strikes Calendula. She screams as portions of her body disintegrate to ash! Only the fury of her blood rage prevents her from instantly dying!
Disintegrste vs Calendula: 1d20 + 11 ⇒ (10) + 11 = 21
Calendula Fortitude: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 26d6 ⇒ (3, 2, 4, 1, 3, 3, 3, 4, 2, 6, 4, 6, 1, 2, 3, 4, 6, 1, 2, 4, 3, 3, 4, 5, 1, 2) = 82
82 damage to Calendula. Everybody may act!
| Theodric Silvui d'Ontalen |
With no clear way to pick out Zutha's precise location, all Theo could do was continue to barrage his possible location with fireballs.
Empowered Fireball: 10d6 + 10 ⇒ (5, 5, 2, 2, 2, 3, 5, 6, 1, 6) + 10 = 47
I mean; if Theo could see him then he could try and dispel the invisibility. Nobody's got glitterdust or the like, do they?
| DM Brainiac |
Unfortunately, no. Fortunately, Zutha only had a few HP left so even when he saves...
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
The fireball erupts around the invisible runelord again, and this time, his invisibility falters and Zutha becomes visible. The lich's body is scorched and blackened, and as he lets loose a retching gulp he and his gear collapse into a pile of decay and ruin. Over the course of several minutes, the pile wafts away into shadows before fading entirely from the physical world. During this time, you feel raw necromantic energy metaphysically caressing your souls, bolstering them with power.
All creatures in this area of effect gain a +2 bonus on saving throws against attacks from undead creatures. This bonus persists until the creature is slain by a death effect—when this occurs, the +2 bonus is expended and the death effect that would have otherwise slain the creature is negated. A creature that becomes enhanced by these shadowy remnants instinctively understands the benefit and knows how this protection functions.
| Theodric Silvui d'Ontalen |
Oh now we get something that protects against death effects. :P
Theo felt the surge of necromantic energy hit him. Worried for a moment at just what it was, the knowledge quickly followed and he relaxed a bit. He relaxed the invisibility and quickly went to Shen's body.
"I really hope this doesn't become too much of a repeat occurrence, Shen. Let's make sure the corpulent corpse is properly dead then get her to a Caydenite priest my family's worked with."
| DM Brainiac |
Fortunately, it appears Zutha is well and truly gone, with no chance of ever returning. The mood is somber as you board Tyalee's Whim and travel back to Magnimar.
Fortunately, Theodric's Caydenite ally is able to perform a resurrection on Shenuska's body. Anointed her brow with sacred hops, the cleric performs the ritual and calls upon Cayden Cailean's power to once more bring the psychic back to life.
You have truly accomplished a legendary deed, and you feel your confidence and power growing commensurately. You're sure it's only a matter of time before Sorshen contacts you to follow-up on your victory...
You have successfully completed the third book of the AP! Everybody has gained enough XP to reach level 11! You can have as much downtime as you need before we continue on with book 4.
| Rudrik Halvar |
| Nime |
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Nime wrote:You do know that there's no achievement handed out for dying X number of times, right? ;PActually...
O_o
Just ... wow.
Well played, Sir.
| DM Brainiac |
Chapter 4: Temple of the Peacock Spirit
8 Kuthona, 4718 AR
You spend some more downtime in Magnimar, honing your newly acquired skills and preparing for your next adventures. Something strange seems to be occuring, however. You are beginning to find it more and more difficult to recall events from the past. The further back you try to remember, the hazier things become. Perhaps more unsettling is the fact that you can no longer remember the names of the Sihedron Heroes! You still know that a group of heroes were sent by the Sihedron Council on a secret mission against the runelords, but their identities remain a mystery, no matter how hard you concentrate...
A few days after Zutha's defeat, Runelord Sorshen contacts you via a dream spell. She beams at you as she delivers her message. "I must congratulate you on your recent success! You have passed the first true tests of your prowess, and now the true task is at hand. Meet be once more by Gatefoot in Korvosa so that we might discuss the next steps."
Theodric teleports you to Korvosa the next day, and Sorshen is eager to heal all of the details of your adventures under Kaer Maga and the battle with Zutha. Once the tale is told, she congratulates you again but then grows serious.
"You have done great things in defeating Zutha and preventing Krune's resurrection, but now you must know that these tasks were more akin to auditions than anything else. I had to be sure you had what it took to defeat a runelord, for an even greater threat must now be faced. Runelord Xanderghul, the only one I would consider a rival to my own power, did not waken from his slumber with as much grace and aplomb as I. Something happened as he emerged from his metaphysical shelter, and he has been much reduced in strength. Make no mistake, he remains one of the most dangerous wizards in your land, but for now, you have a chance of defeating him. And you must do so, before he can regain his full strength!
"When I woke, I knew Xanderghul remained apart from the world. I'm unaware of the details, but I felt it when Alaznist ambushed him while he remained hidden and asleep. I felt when he woke, and I felt when he died. Alaznist likely thinks she's triumphed over him, but I know better— Xanderghul would never let mere death stop him. But his death weakened him. I suspect that when she murdered him, Alaznist absorbed much of his power. What she's using that power for, I cannot guess.
"Regardless, the most logical place to look for Xanderghul is the Grand Temple of the Peacock Spirit, which is located in the Kodar Mountains. Xanderghul invited all seven of us to aid in the temple's construction, but I had little interest in lending him many of my resources. My religious beliefs have always aligned with others, and I never quite understood the draw of the Peacock Spirit. I know where the Grand Temple is located, in the center of a lake within a hidden valley in the Kodar Mountains, but I've always prided myself in having never given Xanderghul or the cult the honor of a visit.
"I never paid the cult much attention in my day; they always seemed too self-absorbed to be worth the bother. The cult prided itself on its secrecy, and in the end, the most information likely exists in the libraries maintained by their Therassic Order. I believe one such library was recently rediscovered by some of your contemporaries, yes? Under a place now known as Jorgenfist? I would seek that location out for more information, if I were you."
| Shenuska |
Shenuska greets her doppelganger much more politely than last time, with a kiss on each cheek as is local custom. She listens calmly to the Runelords explanation, nodding from time to time as she does so.
"I've heard of the libraries at Jorgenfist." She says, doing a fairly good job of masking her eagerness. "There may be a lot of knowledge there that we can use."
| DM Brainiac |
Sorshen furrows her brow in concern. "Hmm. I don't have an answer for that one, but given what you told me about your encounters with time-traveling monsters, I suspect that somebody has been meddling with time itself. Alaznist is the most likely culprit. The fact that you are being affected is perhaps proof that you are the ones who will face whoever has been disrupting the time stream."
| Theodric Silvui d'Ontalen |
Theo remained rather quiet during the meeting. Aside from their trouble remembering the Sihedron Heroes, he also felt like he was forgetting about other people, one in particular being very important to him and it was troubling him.
I should've seen this coming; temporal shenanigans, the Sihedron Heroes being trapped... and here I am making a character who's dating the daughter of one of said Heroes. :P
| Rudrik Halvar |
"How do we fix this? I don't want to just assume it's Alaznist. I mean, great, yeah, we wanna kick this guy's sandcastle over, no additional motivation needed. But if it's not him and things keep getting worse I... I could even forget my own sister!" says Rudrik.
Looking a bit agitated, then sheepish, the half-orc says, "So, uh, what do we do next? I guess kick over Alaznist's sand castle either way, since we don't have any good leads on this... time-nonsense."
| DM Brainiac |
”The time is not yet right to confront Alaznist. Even if we knew where the runelord of wrath was, she is far too powerful to take on right now,” Sorshen says. ”Seek the Therassic Library at Jorgenfist to learn more about the Peacock Spirit. Then travel to the temple to slay Xanderghul, the runelord of pride, while he is still weakened.”