Sebecloki presents the Rod of Seven Parts (Inactive)

Game Master Sebecloki

Maps and Images:

Part One: The Dreaming Domes of the Aboleth Psilords

Trouble is fomenting in the prosperous Blood Sea city state of Malvent; the half-elven cerebremancer Ezria Santhrasslisan the Insightful, apprentice and confidant to the archmage Mordenkainen the Magnificent has vanished, and the vaunted head of the Circle of Eight is in need of aid to locate his protege; at the same time, foul rumors of fester regarding a series of caravans that have vanished on the road between Malvent and Phloon over the past several months. Has a new force of evil begun to accost the trade in this benighted region on the northern shores of the Sea of Blood? Heroes are sorely needed.

The Sea of Blood/Sanguine Sea Region

Region Map

Northern Sea of Blood Region: contiguous with the pre-Divine War realm of Kingdom of Thaumka (half-giant and orc/goblinoid worshippers of the Titan Kadum); notably, contains the non-aligned city-states of Malvent and Phloon; treacherous middle territory between the slavers of the Citadel of Tarim to the East and the despot of city-state of Hanfar and her purple plumes (legions of magus); north lies the Ravenlands of the Bloodmist; remnants of Thaumka in the northwestern tribe lands of ogres, orcs, giants, and others between the settled regions of the coast and the Ravenlands of the Bloodmist.

Northern Sea of Blood Coast: Region Map
Northern Sea of Blood: Region Map (Classic Icons)

City-State of Malvent

Overview Map
Vauntor Square, East Malvent Docks District (Night)

Vauntor Square

Floating Fighter Tavern (high class establishment, frequented by nobles)
Breakwater Tavern (run by former adventurers)
Vauntor's Drop (bridge over canal)
Hermuk's Allgoods (general store)
Ganza's Arms and Armor
Blackalbuck's Swap Shop
Temple of the Rainbow: Temple of Jazirian w/ shrines to Iris, and Renbuu -- nagaji and ophiduan priests from the distant south
Umberlee's Bosom (underground dive bar)


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Rook. wrote:

As quiet descends, he shapes away the ectoplasm over the prisoner's face. "You've seen what we can do. We will find out all your secrets one way or another. But if you cooperate we can get you far away from here. Even to another plane. Who do you work for and why did you attack us?"

I have constant detect thoughts, DC 20. When somebody lies I get a flash of an image about what they are thinking.
[dice=sense motive]1d20+44

The assassin refuses to speak.

This round you detect the presence of thoughts in the assassins.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

No sooner does Krynn finish talking than ten out of the eleven struck assassins fall apart. "I see. Perhaps I went slightly too hard on them? My apologies, and a swift passage to the afterlife, honored foes."

With Star-love slaying the four fighting Master Mordenkainen just as swiftly, he crosses the distance to the stunned one that wasn't being interrogated by Rook and knocks him out non-lethally the the pommel of his Hirglaif. "An interesting distraction, not to mention a potential source of information. I'll hold off on the communion to see what comes of this," he reasons, and stands by should something unepexted happen or go wrong. "I believe someone mentioned being able to eat brains to extract information? Normally, I would be opposed to such an act, though the stakes are the universe itself, and these are already dead..."


DM Sheet
Sebecloki wrote:


This round you detect the presence of thoughts in the assassins.

Sorry, this is Spectacles of Thought-Seeing. "This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts"


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Once the dust clears, Eladithas sheaths his rapier. "Well done, gentlemen. You are truly very efficient. I didn't even have to lay a finger on these louts. If only the remainder of our journey together is carefree."


CG Human Thaythilor Eldritch Godling/Legendary Bard Gestalt 15 Archmage 5

"I'm not good at interrogation, really" Myrwyn comments, "what I fight I usually want it dead."

He knows there could be some ways to do that, but it seems there are others taking care of it. He addresses Mordenkainen.

"They seemed to have you as their target. Do you know them?"


Character Sheet | Reference Image | Init +32, Per +55, low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision | AC 41, T35, FF31, CMD 39, F+25 R+26 W+19 | immune: disease, sleep/fatigue/exhaustion, fear effects, emotion-based effects | Displacement 50%, Evasion, Fortification 100%, Freedom of Movement, Uncanny Dodge |

When Star Love burst into motion it was with cold, Phyrexian precision...but now he shakes his head ruefully as his limbs pull back to their normal lengths.

Almost impulsively, he begins to reach out to add their diversity to his own...and then stops, with nanobots trailing from his eyes down his cheeks.

"Efficient, yes, but suddenly it seems quite tragic too."

While others question the captive, Star Love begins to search the belongings of the fallen assassins for clues.

Perception: 1d20 + 55 ⇒ (13) + 55 = 68

Knowledge ?: 1d20 + 41 ⇒ (6) + 41 = 47 My lowest bonus in most knowledges is +41, some are higher, but rolling proactively in case anything we find searching the bodies provides a clue.


Rook. wrote:
Sebecloki wrote:


This round you detect the presence of thoughts in the assassins.

Sorry, this is Spectacles of Thought-Seeing. "This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts"

Rook:Detect Thoughts:
The assassins were sent by Turrosh-Bolg, the Tyrant of Sundaraman, a city of orcs and similar races high in the Draketooth mountains, north of Malvent. They were dispatched by the Tyrant to dispose of the meddlesome archmage Mordenkainen. Any further details were concealed from the assassins.

Star Love wrote:

When Star Love burst into motion it was with cold, Phyrexian precision...but now he shakes his head ruefully as his limbs pull back to their normal lengths.

Almost impulsively, he begins to reach out to add their diversity to his own...and then stops, with nanobots trailing from his eyes down his cheeks.

"Efficient, yes, but suddenly it seems quite tragic too."

While others question the captive, Star Love begins to search the belongings of the fallen assassins for clues.

[dice=Perception]1d20+55

[dice=Knowledge ?]1d20+41 My lowest bonus in most knowledges is +41, some are higher, but rolling proactively in case anything we find searching the bodies provides a clue.

Star Love: Perception:
Many of the assassins bear tattoos and brands that are associated with the Citadel of Tarim and the forces of the mountain city of Sundaraman, located in the Drakestooth Mountains to the north of Malevent.

Star Love: Knowledge:
The Citadel of Tarim is a dread fortress city on the western banks of the Sea of Blood; it has recently been the subject of a religious schism that has led to a large-scale exodus of members of the citadel's lower caste. The human priests of the god Kamus are the upper caste of the citadel, and have long kept half-orcs and orcs subjugated, proclaiming that their divine patron, the White Goddess, was taken as a celestial consort by Kamus, Lord of Chains. However, a recent schism has found the assassin core of half-orcs, known as the Claw, as well as the priesthood of the White Goddess, separate from their former human masters. A number of the lower castes have accepted the word of a prophet that the Great Earth Dragon, divine child of the evil archomental Ogremoch, has heard the pleas of the White Goddess and delivered her from bondage. Turrosh-Bolg, the former Clawmaster, the Grandfather of Assassins of the Citadel of Tarim, has broken from his former masters and established himself as the Tyrant of Sundaraman, and ancient city of giants in the northwestern Drakestooth Mountains. Together with the priesthood of the Great Earth Dragon, the new regime in Sundaraman is attempting to rest control of the slave trade of the Sea of Blood and the dales of the Olde Haardt and Rapier Coast regions from the Citadel of Tarim. The Citadel of Tarim has attempted to suppress the knowledge of this schism and their new relative weakness to their other rivals in the Sea of Blood Region, but has not been completely successful in this endeavour. The Malystrix, the sorcerer-queen of the city-state of Hanfar, for example, has reportedly begun to marshal the Purple Plumes, her private army, to march on the weakened Citadel of Tarim.


DM Sheet

Rook turns to Mordenkainen, "Ah, it seems they were sent by Turrosh-Bolg, Leader of Sundaraman. He seems to have expected that his assassins would be scanned, as they know nothing of the reasons why they were sent here. You could use him as a messenger with a response back, or declare the high justice on behalf of the Council of Eight. My offer to him wouldn't hold, as he didn't cooperate willingly."


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

"Having the name of his master might be enough. He might not know," Krynn says, gesturing towards the assassin."But the gods might. Let us consult them, shall we, as we attempted before we were so rudely interrupted?"

Krynn re-assumes his meditative position and tries to start casting Commune again, this time burning a Dew of Lunary to cast it at +1 caster level. I personally think the ten minutes are worth potentially losing a lot of irrelevant leads, including to see if this Orc has more relevance

Commune Questions:

-Are the Shade mantles chiefly responsoble responsible for or heavily involved in Ezria Santhrasslisan the Insightful's disappearance?

-Are the Moon Masks chiefly responsible for or heavily involved in Ezria's abbreviated from now disappearance?

-Is the Citadel of Tarim chiefly responsible for or heavily involved in Ezria's disappearance?

-Is Thaylithor chiefly responsible for or heavily involved in for Ezria's disappearance?

-Is Supreme Scepter Bellas Thanatar chiefly responsible for or heavily involved in for for Ezria's disappearance?

-Are Pirithin Alagost, Iritar the Dark, Saleska Mintharl, Halabankh Ormsarr, Haldyn Stormkin, and Alascartha Vyperwood chiefly responsible for or heavily involved in Ezria's disappearance? (He asks about each member of the Band seperately, so six yes/no questions)

-Are the the Nanther, Leiyraghon, and Bruil families chiefly responsible for or heavily involved in Ezria's disappearance? (three questions, asks each seperately).

-Is Turrosh-Bolg chiefly responsible for or heavily involved in for Ezria's disappearance?

-Does Ezria hold all the knowledge required to find the Rod piece she was investigating?


CG Human Thaythilor Eldritch Godling/Legendary Bard Gestalt 15 Archmage 5

While Krynn prepares for the ritual, Myrwyn seats on the ground and tries to recall what he knows about this Turrosh-Bolg.

Ah, damn, someone already did XD


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Eladithas sits next to his human half-brother to catch up.


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Krynn of the Wyred wrote:

"Having the name of his master might be enough. He might not know," Krynn says, gesturing towards the assassin."But the gods might. Let us consult them, shall we, as we attempted before we were so rudely interrupted?"

Krynn re-assumes his meditative position and tries to start casting Commune again, this time burning a Dew of Lunary to cast it at +1 caster level. I personally think the ten minutes are worth potentially losing a lot of irrelevant leads, including to see if this Orc has more relevance

** spoiler omitted **

Krynn of the Wyred: Commune:

-Are the Shade mantles chiefly responsoble responsible for or heavily involved in Ezria Santhrasslisan the Insightful's disappearance?

-Are the Moon Masks chiefly responsible for or heavily involved in Ezria's abbreviated from now disappearance?

No

-Is the Citadel of Tarim chiefly responsible for or heavily involved in Ezria's disappearance?

Yes

-Is Thaylithor chiefly responsible for or heavily involved in for Ezria's disappearance?

No

-Is Supreme Scepter Bellas Thanatar chiefly responsible for or heavily involved in for for Ezria's disappearance?

No

-Are Pirithin Alagost, Iritar the Dark, Saleska Mintharl, Halabankh Ormsarr, Haldyn Stormkin, and Alascartha Vyperwood chiefly responsible for or heavily involved in Ezria's disappearance? (He asks about each member of the Band seperately, so six yes/no questions)

No

-Are the the Nanther, Leiyraghon, and Bruil families chiefly responsible for or heavily involved in Ezria's disappearance? (three questions, asks each seperately).

No

-Is Turrosh-Bolg chiefly responsible for or heavily involved in for Ezria's disappearance?

Yes

-Does Ezria hold all the knowledge required to find the Rod piece she was investigating?

No


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

Ten minutes latermy people's gods of creation, most of these leads are false, as expected. Only two factions are indicated as the main purpetrator or being heavily involved in her disappearance. Those are the Citadel of Tarim, or this Turrosh-Bolg indeed, who was so kind to send these assassins here."[/b]

Now standing, he rests his hands on his twin Hirglaifs. "That would leave us with two options, it seems. Either travel to city of Sundaraman to capture and interrogate this orc leader, or head to the southeastern docks in this city to begin our investigation into the Slaver consortium. What say you all? Personally, I believe it slightly more likely that the Citadel of Tarim is behind it, with these orcs being used as a disposable diversion to distract us. Not to mention that it might be easier than attacking any leader in their home city. However, that is pure speculation at this point and I could easily be wrong. Either way though, we should be able to learn important information."


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

The other elf sniffs deeply in trepidation. "Slavers. I'd rather not associate. If it can be helped. I'll dealt with too many of those ilk and their brutal attempts to enslave me."


DM Sheet

"If they have the resources to hide their targets from this level of magic, I would suspect that they may be hiding the prisoners on a demiplane. I suspect that either location might offer clues, but that we'll need to travel beyond to rescue them." adds Rook.

And over this time, the ectoplasmic cocoon will begin to break down over the prisoner. Rook will suggest that the prisoner simply surrender and sit down. Having seen what the others can do, he suspects they won't last if they take hostile action or try to escape.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

The Tromek raises his eyebrows at Eladithas. "Tried, and failed I suspect, considering the aptitude of those here? Also... you make it sound as if there is some fued between you and them. Regradless, you say you'd prefer to head to the Orc city, if I understand correctly. What about the others?"


Feel free to keep talking, but I wonder if we shouldn't consider moving this along...


Rook. wrote:

"If they have the resources to hide their targets from this level of magic, I would suspect that they may be hiding the prisoners on a demiplane. I suspect that either location might offer clues, but that we'll need to travel beyond to rescue them." adds Rook.

And over this time, the ectoplasmic cocoon will begin to break down over the prisoner. Rook will suggest that the prisoner simply surrender and sit down. Having seen what the others can do, he suspects they won't last if they take hostile action or try to escape.

The prisoner immediately tries to swallow a cyanide capsule once released from their cocoon.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

It's currently a tie in votes with only 2 votes either way and one neutral. But to move things along i'm fine with changing my vote and teleport to the Orc city now.


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)
Krynn of the Wyred wrote:
"Tried, and failed I suspect, considering the aptitude of those here? Also... you make it sound as if there is some feud between you and them. Regardless, you say you'd prefer to head to the Orc city, if I understand correctly. What about the others?"

Eladithas just chuckled.

Elven:
"Just the 'feud' between those who wish to monopolize your freedom and those who wish to continue to direct their own destinies."
The elf godling spoke with a slight bow toward the paladin.


DM Sheet

Now that a position has been proposed, Rook will bob, "Then we should go to the Orc city."
Now that the prisoner is no longer useful, he doesn't see the need to prevent him from taking his own life. It avoids the need for one of us to kill him for his crimes.


Character Sheet | Reference Image | Init +32, Per +55, low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision | AC 41, T35, FF31, CMD 39, F+25 R+26 W+19 | immune: disease, sleep/fatigue/exhaustion, fear effects, emotion-based effects | Displacement 50%, Evasion, Fortification 100%, Freedom of Movement, Uncanny Dodge |

Star Love cocks their head.

"This plan works for Self."

Do we want to Veil or otherwise disguise ourselves before we go? (Not that Star Love can do so, just wondering)


bump


Male Elf
Skills:
Init +14|Percep. +30|Acro. +32|Bluff +29|Diplo +44, +45 vs. humanoids|Perform (sing) +28, (string) +29|SM +28|S of Hand +22|Stealth +22
Luckbringer/Godling (clever)

Team Good goes forth to The Orc City.


DM Sheet

Rook will ask if Mordenkainen has a map that shows the region of Sundaraman in relation to us. He will then do a series of Clairvoyant Sense to find it. This is at-will through an item

He will begin by placing a point in the air above the region. That should let him see the city for the next viewing. Then he will view the city to see if there seems to be an obvious seat of power. Somebody known as the Tyrant will usually display their strength. If possible, I will send further points within the place. I will look for places that have been shielded. If I can't get into the building at all, then I'll look for entrances - especially unexpected ones like balconies.

I am noting if anybody seems to react to my sensor.

When I've located some points to teleport to, I'll use autohypnosis to memorize it and gather everybody to teleport.


Character Sheet | Reference Image | Init +32, Per +55, low-light vision, darkvision 60’, scent 60’, tremorsense 60’, metalsense, true seeing, all-around vision | AC 41, T35, FF31, CMD 39, F+25 R+26 W+19 | immune: disease, sleep/fatigue/exhaustion, fear effects, emotion-based effects | Displacement 50%, Evasion, Fortification 100%, Freedom of Movement, Uncanny Dodge |

As Rook describes what he sees, Star Love flicks through the overlapping memories they have assimilated, offering suggestions based on descriptions of landmarks.

K. Local: 1d20 + 41 ⇒ (18) + 41 = 59


Stats Doc:
Shttps://docs.google.com/document/d/1cZxwwQpS578d77ggmsBXw6I8nmXyxcbCybVRl3 ASFGU/edit
CurrentStats:
HP 170/170, Speed 30 AC 49, Touch 29, Flat-footed 31, CMD 40, Fort 19, Ref 21, Will 25

"The slavers seem more likely given what we've learned thus far. But, I'm not here to bother too much with argument. If we have the means and a direction to at least mark off a potential enemy we should be done with it quickly. They will know soon that there assassins have failed."


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

"I agree on both fronts. Let's handle this swiftly; If the fate of creation is at stake, we should strike resolutely at any enemy before us."


Star Love wrote:

As Rook describes what he sees, Star Love flicks through the overlapping memories they have assimilated, offering suggestions based on descriptions of landmarks.

[dice=K. Local]1d20+41

Star Love: Knowledge: Local:
The two greatest landmarks in the Hidden City of Sundaraman are the Dread Citadel and the Cathedral of the Drake's Tail. The Dread Citadel is an impressive fortification that has been destroyed and rebuilt nine times, each keep one atop the other so that it is now an awe inspiring heap of ruin and cyclopean fortification that eerily repeats the same hulking patterns over and over. The Dread Citadel rests of a mountainous spire surrounded by ravines that are several miles deep. Only tenuous rope bridges connects each of its gates to the rest of the city. The Cathedral of the Drake's Tail is an ancient shrine to the misbegotten dread linnorm demigod child of the evil archomental of earth known as Ogremoch. It consists of an immense steeple made of solid crystal that scrapes the heavens above Sundaraman, as well as a large temple attached to the crystal steeple. These two structures sit in the center of the city.

Rook. wrote:

Rook will ask if Mordenkainen has a map that shows the region of Sundaraman in relation to us. He will then do a series of Clairvoyant Sense to find it. This is at-will through an item

He will begin by placing a point in the air above the region. That should let him see the city for the next viewing. Then he will view the city to see if there seems to be an obvious seat of power. Somebody known as the Tyrant will usually display their strength. If possible, I will send further points within the place. I will look for places that have been shielded. If I can't get into the building at all, then I'll look for entrances - especially unexpected ones like balconies.

I am noting if anybody seems to react to my sensor.

When I've located some points to teleport to, I'll use autohypnosis to memorize it and gather everybody to teleport.

The archmage furnishes a map depicting a small region of northwestern Steppes of Blode region dominated by the Drakestooth Mountains. The city of Sundaraman is highlighted in the midst of the mountain fastnesses, near a large peak titled as the 'Frostbite Summit'. Mordenkainen gestures with his index finger at the map -- that is the Hidden City of Sundaraman. It is a relic of the ancient giant Kingdom of Thaumka, which ruled this region of the northern Sea of Blood before the Divine War, and which was established by giant servants of the dread Titan Kadum who now thrashes in the depths of the Sea of Blood. Sundaraman was historically dedicated to a vile creature known as the Great Earth Dragon, a demigod dread linnorm of immense power that was borne by the evil archomental of earth -- Ogremoch. Along with the Titan Kadum, this was one of the fell powers worshipped by the giants of Thaumka. In the ancient days of their rule, Sundaraman was a site of sacrifice for the servants of the Great Earth Dragon. However, the city fell into ruin after the fall of its founders, and was intermittently ruled by different warlords. This Turrosh-Bolg must be the most recent in the line of such disreputable rulers.


DM Sheet

Am I able to penetrate the citadel at all with my clairsentience?


Rook. wrote:
Am I able to penetrate the citadel at all with my clairsentience?

Map of Citadel of Dread:

The defenses of the Citadel of Dread are as follows: the Citadel is built from the ruins of nine versions of the same keep that was knocked down by earthquakes. It sits on a raised massif in the center of Sundaraman, and is surrounded by a trench that no one knows the depths of -- stones tossed in disappear into soundlessness and darkness, and no one can see the bottom. The Tyrant of Sundaraman has aerial legions of mythic dire wyverns with orc riders, as well as numerous ballistae visible keeping watch on the walls. The Citadel contains something like 100 tall towers with powerful bombards that can be launched at any opposing force. The gates are connected to the rest of the city, over the surrounding chasm, by draw bridges that can be retracted. The Citadel is filled with traps with extremely deadly poison. Virtually every room and door is trapped. The top level of the dungeons is an immense maze. Some of the Tyrant's elite guard are trolls with exceptional regeneration abilities that can survive almost any blow and quickly recover. Another of his great beasts is a triad of wyverns with 3 heads, three wings, and six arms, and three tails. They are a flurry of poison and furry.


DM Sheet

Rook will explain what he sees. "I can spend time trying to go through the whole area for the prisoners, we can try to go deep, or we can check the Cathedral."


Rook. wrote:
Rook will explain what he sees. "I can spend time trying to go through the whole area for the prisoners, we can try to go deep, or we can check the Cathedral."

Mordenkainen now furnishes a map of the ill-omened mountain city Map of Sundaraman


The archmage provides the following explanation as he unrolls the map --

The so-called Hidden City of Sundaraman is built within the heights of the Drakestooth Mountains, at an elevation so great it impedes the breathing of most mortals. The city is built upon a great uprise among the peaks, and ascends in rising tiers to the Three Horns, a series of sharp peaks at the top of the prominence of tiers upon which the city is built. These are the White Horn, the Horn of Fear, and the Horn of Tyranny. The White Horn contains the great temple of the White Goddess, the patron deity of the orcs who, until recently, was considered to be a concubine of the human deity of slavery -- Kamus, who is also the patron of the Citadel of Tarim.

Mordenkainen points at the district in the valley between the three horns.

That is the Three Horns District, which contains the dwellings of the clan leaders and slave masters of the city, those who possess the special regard of their leaders who inhabit the three great horns themselves. The lower tiers of the city below the horns, which rise from the Upper Concourse, contain the Lower Concourses -- the dwellings of the mountain clans and slaves of the caste that rules the city -- the shamans of the White Goddess, the White Fang legions of the White Goddess, the Dread Geomancers of the Great Earth Dragon, and the Tyrant's Wyvern Riders, an elite aerial cavalry that patrol the city.


Mordenkainen continues,

'The Citadel of Dread is the center of the slaving operations of the Tyrant, and any prisoner sought in the city will either be held in the extensive dungeons below the Citadel, or in the slave markets within the Three Horns District. Any entrance to the city must be attempted carefully, as it is filled with powerful defenders. The great warriors of the mountain clans of orcs, half-orcs, orogs, ogres, ogrillions, half giants, giants, and others who inhabit the city breed great war beasts -- basiliks of many heads, dinosaurs that have been interbred with linnorms and other abominations, and similar fearful living weapons of war. They will quickly assemble to oppose any assault upon their mountain fastness. The city itself contains some million inhabitants, and many of these are of greater strength than the orcs and their allies found in the lowlands. I would strongly advise the creation of a disguise of some sort to infiltrate the city, or to move invisibly or by stealth. There are many powerful witchdoctors and shamen among the orcs and allied races, and they will prove dreadful foes to those who seek to rest a prisoner from their grasp.'

'There is a vast network of tunnels beneath the city that contain further clan homes, and eventually connect to the underdark. These are also used as deep roads to convey prisoners to duegar and other powers of the deep earth who are anxious to acquire slaves. You may need to descend into these tunnels if Ezria has been conveyed through them to the horrors of the deep earth.'


DM Sheet

Rook dips in a small bow. "While I move quietly, my appearance is rather distinctive. I suspect that Putting me in a box or barrel or sack and loading me on a small cart would be the most stealthful way I could help. I've noticed that a couple of you are quite glib of tongue and could probably put many people's feelings at ease."

"Since these people were taken for a reason, I suspect that they will be in the deeper levels. It's a lot of resources to spend on a slave bound for the common markets."

He will begin scrying for an entrance to the underground and trying to find an inconspicuous place to teleport in nearby that entrance.


Rook. wrote:

Rook dips in a small bow. "While I move quietly, my appearance is rather distinctive. I suspect that Putting me in a box or barrel or sack and loading me on a small cart would be the most stealthful way I could help. I've noticed that a couple of you are quite glib of tongue and could probably put many people's feelings at ease."

"Since these people were taken for a reason, I suspect that they will be in the deeper levels. It's a lot of resources to spend on a slave bound for the common markets."

He will begin scrying for an entrance to the underground and trying to find an inconspicuous place to teleport in nearby that entrance.

There are entrances to the underdark below the Bastion of the White Goddess, the Cathedral of the Drake's Tail, and the Citadel of Dread. Each of the three horns is honeycombed with tunnels -- those beneath the Citadel of Dread begin with at least a dozen levels of extensive, winding mazeworks of narrow, twisting corridors that serve as a barrier between the dungeons of the Citadel and the deeper regions of the tunnels under the Horn of Tyranny. These tunnel systems under the three horns connect with tunnels under the Three Horns district. The very center of the Three Horns District is a large slaving compound that sits on top of an immense cavern that serves as a meeting place between the inhabitants of the city and the merchants from the underdark. The great roads of the underdark intersect with this cavern, and merchant stalls fill its vast interior. However, there are many entrances to the underdark in the Three Horns District that are simply concealed beneath a secret door or open from the basement of a tavern or shop or private dwelling. One of these could be used to access the cave network, though any exploration of the tunnels beneath the central slaving compound will quickly run up against sturdy defenses -- protective barriers studded with spikes and fortified gateways and barbicans within the tunnels, as well as powerful orc, half-orc, orog, ogre, ogrillon, giant, minotaur, half-giant, minorc and other warriors and their beasts of war -- half-dragon otyugh's, dire dinosaurs, greater basiliks with three heads, and other fell beasts.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

Do we see any of this as well?


Krynn of the Wyred wrote:
Do we see any of this as well?

What do you mean, presumably Rook reports the results of the scrying.


DM Sheet

I would definitely share this.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

Sorry, I asked because there's a dfference between having seen it himself for Teleport purposes and being relayed the information. But if Rook also does the Teleport I guess the point is moot.

"A horrible place, and it sounds as if they have strength to match their numbers," Krynn remarks, calm throughout the description. "I agree teleporting beneath the structure might be the easiest way in, and then look for the slave pens in the dungeons connected to these tunnels. I am not the best at sneaking around or hiding myself, but I am proficient. Among the Tromek, it is considered rather impolite to not introduce yourself properly to enemies..."

He grins as he views the magical map provded by Mordenkainen. "Of course, a proper introduction can take many forms."

Unless someone objects, he'd cast control weather and hit the fort with harsh weather for 4d12x2 hours to create a distraction of sorts while the group searches below.

When a potential distraction or not is decided upon, he gathers everyone around and gives the proper magical enchantments to those who don't object. Then, he readies himself for the teleport as Rook goes to perform it.

His persistent protective aegis (status, communal, +21 ac vs crit confirms) and the contingent heal effectts were already in place on everyone, as is shared training (everyone has outlook, outflank and seize the moment for 5.5 hours). He also casts communal delay poison, truesight and mythic heroism.


DM Sheet
Krynn of the Wyred wrote:
Unless someone objects, he'd cast control weather and hit the fort with harsh weather for 4d12x2 hours to create a distraction of sorts while the group searches below.

I don't have a problem with this. While it may alert them, it will imply that we care about the surface more.

Krynn of the Wyred wrote:
His persistent protective aegis (status, communal, +21 ac vs crit confirms) and the contingent heal effectts were already in place on everyone, as is shared training (everyone has outlook, outflank and seize the moment for 5.5 hours). He also casts communal delay poison, truesight and mythic heroism.

If it affects durations for the others, he will opt out of the contingent heal, delay poison, truesight and heroism. If it doesn't affect this, he'll join in for camaraderie.


Male Stoneblessed Tromek Elf PaladinIOracle (Sphere archetypes, Knight Disciple, Lore Keeper) 15, Guadian/hierophant 5. HP 280/280. AC 38/FF30/T24. S: F+28, R+30, W+26. Att: PA+MVS, no crit: +28 vs AC, 114 damage. Init +23/x3. Perc. +32. Blindsight 15 ft, blindsense 30 ft.

It doesn't affect duration except for life bubble, which i forgot to list.


DM Sheet

Then you can count me out of Life Bubble. I don't worry about any of that.


DM Sheet

Okay, we've been told to get our asses moving.

Now that all of the preparations have been made, Rook will teleport the group to a basement in the Three Horns district. One with a set of steep stone stains going down. With his senses, he's willing to scout from the front.


F Human Evangelist Cleric 15. hp 131/131 AC 29 /FF24 /T21. CMD: 28. Init + 10 (roll twice). Perc.+ 30. Saves (/w buffs): f +21, R +20, w +25. Att (Current buffs) +21, 1d6+13. Conditions: Always see invis/Ethereal, Alter self (dex), Good Hope +3 (4 on self), Untold Wonder, Greater magic weapon +3 , Freedom of Movement, Resist energy fire + electricity, Shield of faith +4, lucky horseshoe.

Similarly, Krynn is ready to lead the way, and he takes place next to Rook.

He also spends 1 spellpoint to recharge his momentum pool.


Rook. wrote:

Okay, we've been told to get our asses moving.

Now that all of the preparations have been made, Rook will teleport the group to a basement in the Three Horns district. One with a set of steep stone stains going down. With his senses, he's willing to scout from the front.

I'd like a summary of invisibility/stealth/any other buffs the party currently has in place.

The Three Horns' District of the Hidden City of Sundaraman is swarming with activity. The party of diverse heroes commissioned by the archmage Mordenkainen appear in the middle of a broad street covered with stones that appear to consist of the repurposed remnants of ancient giant ruins -- many are covered with strange carvings and hieroglyphics that are still evident despite their present condition. Set close to the streets, the thatch and tile-roofed dwellings of the district are set close together and hang threateningly over the street. Looking upwards, towards the center of the District, the walls of a large compound rise in the distance, presumably the great slave market spoken of by the archmage Mordenkainen the Magnificent. It walls appear to be at least 40ft thick and even higher, and are surmounted by spikes bearing decapitated heads. Taller watchtowers interrupt the barrier intermittently.

A cry goes up, and a gong is rung, and a troop of strange soldiers march up the broad street. Each is fitted with a strange set of armor that appears to be made of shark fangs. They are followed by a small cadre of hooded figures with voluminous garments that hide their features. The cloaks are dull brown color, but eerily appear to be made of some organic material like hide.

The heroes appear in front of some kind of shop front whose interior Rook's scrying has detected contains an entrance to the tunnels beneath the city -- one that eventually terminates, on the other side of a substantial underground barbican, in the great slaver market below the central compound which is visited by various powers of the underdark.

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