Category Archives: RotR Journal Entries

Journal entries for the Rise of the Runelords campaign

Character: Takkad

Takkad’s journal entry for August

== Sunday, Arodus 3, 4708; Runeforge; evening ==

The shemhazian was dead, but we still had Athroxis waiting for us in the other chamber. She had ceased her assault on Trask’s force wall, which implied she was preparing for our imminent arrival.

Not wanting to disappoint her, Trask dropped the wall of force and we moved quickly through the illusionary wall of smoke.

Athroxis was floating in the air near the rear of the room, looking disconcertedly smug, and as another shemhazian appeared we knew why.

I shouted out to the team, “Leave it and concentrate on the spell caster!” Who knew how many of these things she could summon, and I guessed her plan was to simply wear us down and exhaust our spells confronting her summoned minions while she gazed on from safely behind.

Sabin used Dimension Door to bring himself, Avia, Nolin and I (all of whom were either flying or airwalking) next to Athroxis. Sedjewick began to sing of courage and victory while Trask moved up to stand nearby. Arrows flew out from mid air toward our foe, indicating that Rigel had entered the fray.

Kane had other ideas and charged the thirty foot tall daemon, which reached down and grabbed him in its jaws. I feared it might swallow Kane, but after a vicious bite it spat him out.

Trask was listening, however, and sent a zot of lightening at the she-witch.

Avia and Nolin struck at Athroxis, destroying a number of mirror images and hitting true several times, wounding her.

She returned the favor by casting a Cold of Cone upon us, and then the tattoo of the Wrath rune on her forehead glowed, and a clingy film of fire surrounded her. And sure enough, when Sabin and the other two fighters next struck flames crawled across their weapons from where they had touched her, burning them.

The shemhazian turned to Trask and Sedjewick, speaking some curse in abysal, and while they appeared shaken, they stood firm.

I cast Greater Dispel Magic on Athroxis, dousing her protective flame and possibly removing other enchantments.

The fighters were now free to strike without fear of reciprocal fire damage, and strike they did. Sabin and Avia seriously wounded her, and Nolin nearly cut her in half, killing her.

And then a strange thing happened. The rune of Wrath on Athroxis forehead faded and appeared to burn itself onto Nolin’s! I thought I smelled charred flesh, but I could have imagined it, and Nolin seemed unaware of what had occurred until we pointed it out.

But we still had a huge half spider half bear daemon thing to contend with.

Trask used lightening against it and Rigel began to pepper it with arrows.

The shemhazian flicked its tail, striking Rigel, and then spoke another blasphemous phrase in abysal.

Sabin then brought our attack squad next to the daemon, and using her Aura of Justice ability, Avia, Nolin and Sabin killed it.

And that was the end. We had slain the last of the Runeforge captains, and the halls were now undisputedly ours (Karzoug not withstanding).

We searched the limp form of Athroxis for useful items, and found she carried quite a few interesting things.

[1211] wand of lightening (level 10) [15]
[1212] wand of clairaudience/clairvoyance [32]
[1213] +4 mithral breastplate
[1214] +1 flaming ranseur
[1215] +2 amulet of natural armor
[1216] +2 belt of physical might (+2 STR, +2 DEX)
[1217] +2 headband of vast intelligence
[1218] +2 ring of protection
[1219] +3 cloak of resistance
[1220] spell component pouch
[1221] spell-book

Nolin was wondering about his new tattoo, and from having studied the books and scrolls we had already found in Runeforge we knew the following:

Rune of The Ruler of the Halls of Wrath

+1 insight AC, attack and damage bonuses
Ability to create Fire-shield once per day

I was granted use of the belt of physical might, which will help me evade attacks and carry more items.

It was still early in the day, and so we wandered through each of the other halls (except for Sloth and Envy) with Sedjewick using Detect Secret Doors and looking for anything we might have missed earlier. We discovered nothing new.

Kane and I then once again tried to break the enchantment on one of the goldfish in the pools of Greed, but nothing changed.

We are back in the library of Greed. Some of us are reading through books and scrolls trying to discover how to escape Runeforge, while others are enjoying a well deserved rest.
== Moonday, Arodus 4, 4708; Runeforge; evening ==

We are still in Runeforge! But this is by design.

The day was spent gathering up all of the items we want to take with us, just in case we cannot return to fetch them later.

Time was also spent using the highly magical (but dangerous) pool just off the library where we have made our base. In this way we managed to add additional charges to the wands of lightening, but lost wands of [230] Knock and [129] Silent Image in exchange.

[1211] wand of lightening (level 10) [30]

== Toilday, Arodus 5, 4708; Monastic Library; evening ==

Early this morning we returned to the Halls of Wrath and swiftly made our way to the chamber where we had defeated Athroxis. Here was the teleportation circle Vraxeris had said he had modified to escape Runeforge.

We pondered how to activate it when Trask stepped into the circle and cast Teleport. There was a bright flash of light and a portal opened, showing a clear view of a plateau with a ring of giant stone heads.

It was the same circle we used to get the keys to enter Runeforge in the first place. We quickly passed through and found our selves where we had started from a couple of weeks ago.

It felt good to be back out under the clear blue sky, with the sun shining and grass (and snow) beneath our feet.

We were curious how long the portal would last, and after an hour it silently winked out of existence.

We then teleported back the the library complex, and went through all we have accumulated since leaving for Rimeskull.

I then spent much time organizing items were planned to sell, and carefully counted the coins and gem stones (noting the value of each of these). A group of us shall travel to Magnimar tomorrow to convert our loot to coin.

I will also memorize a number of Sending spells to contact people in various places to see what has transpired in the world while we were isolated in Runeforge.

 

Character: Trask

The Journal of Trask Feltherup

Starday, Arodus 2

My last entry stated that today would be a multiple fireball day.

Definitely.

The room full of sin-spawn would have fallen nicely with fireballs and swords, but then a bunch of human fighters arrived. And they too, knew the fireball spell. This caused me less distress than my companions, and the fireballs weren’t as powerful as mine. Sabin did the dimension door thing to take out one of the spell casters, only to learn there were more humans supporting that one. While he, Avia, and Takkad were not in danger of dying, the battle was decidedly more complicated than we’d thought.

I continued fireballing the sin-spawn; the humans continued to fireball and force-missile us. Finally, between the fireballs and the fighters the last of the sin-spawn expired, but apparently many of the humans were spellcasters and not only did we continue to get fireballed, but some of them were using blur or displace or mirror image to make themselves harder to hit.

Takkad put up a blade barrier to cut off half the humans from the others. One tried to launch a fireball through it – hah, fat chance. It blew up in his and his friends’ faces.

I switched to magic missiles, as the fireballs would have harmed my companions. Takkad dropped a flamestrike, and with that, we finished off the last two.

We discovered that those behind the barrier had run to the teleport circles and left. Sedgwick had apparently created a troll, or an illusion of one, and Nolin was a bit put out that he’d rushed over to kill it when in fact, it was not a danger to us. We need a system for coummunicating our illusions to each other.

Inspecting the rooms nearby we found, basically, quarters. Each human room had a pair of bunks and a chest. Each sin-spawn room was more like a cage.

Checking over the bodies, we found, on the six humans:

[1206] 6 +1 great swords
[1207] 6 +2 mithril chain shirts

On the sin-spawn, we found

[1208] 10 +1 great axe
[1209] 10 +2 red breastplates

We were also able to locate spellbooks (for the fighter-mages, I presume): [1210] 12 spellbooks.

We decided not to let the humans get too far away, so after a quick inspection to note what rooms were around us, we went to the teleportation circles. The first group of 4 (since only 4 can fit into the circle at a time) was Takkad, Avia, Nolin, and myself, and the second was Sedgewick, Kane, Sabin, and Rigel. We prepared ourselves (mirror image, mage armor, etc) and teleported.

My first impression of the room was large, with stone walls. The room was lit, but one end of the hallway held a curtain of billowing black smoke. And in the four corners of the diamond-shaped room were the four fighters who had escaped, and all four hit us with a fireball. Even though their fireballs were not as powerful as mine, Nolin missed a jump and ended up taking a lot of damage. I was a little scorched but plenty mad, and although I was tempted to show these guys a real fireball, we needed to minimize damage to ourselves first. I quickly threw up a wall of force to isolate two of the fighters from us.

Avia was able to healed everyone a fair amount (sweet!) Following my lead, Takkad entombed another in a wall of stone – one of the hazards of standing in the corner of a stone room. And about this time, wave two of our group appeared in the teleport area.

The one remaining fighter remained defiant and claimed we weren’t ready to meet Athraxis, but Nolin, feeling less like debating and more like disemboweling, accessorized him with his sword by giving him a very large piercing. I lit a fire under him, and when he still refused to die, Nolin took off his head.

Meanwhile the two behind the wall of force were using fireballs and energy bolts to judge the shape and height of the wall.

For some reason, Kane walked over to the wall of force, stared through it, and made one of the fighters cower. I HAVE to believe there was some magic involved here. The other one managed to figure an angle over the 10 foot high wall and explode a fireball over us, singing several of us again.

That was a bad idea.

I dropped the wall of force and our fighters rushed forward, much to the surprise of the enemy. They had mirror images but Sabin, Avia, Nolin, and Sedgwick of all people, kept plucking off images. In short order, their attacks began to hit true and that was the end of those fighters.

We added three more chain shirts and great swords to our collection. Takkad released the one who had been entombed, and apparently he had needed more air. Oh well, who knew? One more chain shirt and one more great sword.

We decided to try to the other teleport circles first. We appeared in the middle of a discussion, it seems. There were some large tables some distance from us, around which were sitting some humans. I heard, “but how do we get the sin-spawn back to human?”

This looked like a perfect opportunity to use my new spell. Fire is great, but there looked to be combustible books and scrolls strewn around that we might find useful. So, chain lightning it was!

I think I stunned a few of my friends. They didn’t really know I’d been studying lightning. The lightning took out three of them before they even knew we were there. Two others were now QUITE aware we were there, and five others were hastily taking up arms.

Takkad and Nolin each took out another before they could effectively mobilize.

With my friends rushing in, however, fireball was out of the question. A flaming sphere did seem to be in order however, as the fighters closed. Another round or two and the rest of the humans were dead. in the end, we found ourselves with a total of 20 great swords and 20 mithril shirts.

It was pointed out that these humans might have had useful information, and I don’t disagree, but the hard part, as always, would be getting that information from them while they tried to kill us. And I’m pretty sure they would not have welcomed us as colleagues. So in the end, I’m positive I introduced myself properly.

There were a lot of documents and books littering the area. The three alcoves at the end of the room were full of alchemical equipment, and the middle one seemed to have a cauldron of, well, liquified flesh.

On the table we found notes outlining how to forge magical weapons. There was also notes describing what may have been the point of discussion as we entered: generations of warriors were suffering from inbreeding and one consequence of that was that they more frequently and more quickly degraded into sin-spawn, and unless they could find a way to either stop this process or find a way to take the sin-spawn back to human form, their population was doomed.

We felt our magic had been too drained to take on whatever was behind the smoke, so we agreed to go back and rest. As we left, however, there as a loud thunderclap and a wisp of smoke in the middle of the large room. A figure seemed to turn about and vanish.

On the way back, I thought about the chain lightning. Since the individual bolts can be directed much better than a fireball, it might not only be more damaging but useful in a greater number of situations. I do still have to worry about line-of-sight (lightning isn’t good at arcing around obstacles or friends) but this could be pretty cool.

 

Character: Takkad

Takkad’s journal entry for July

== Sunday, Arodus 3, 4708; Runeforge; morning ==

We spent the next four hours scanning through the books and journals we had picked up throughout Runeforge, looking for any details about how to use the well to augment our weapons.

Despite being in the center of the complex that housed the well, there was precious little information available about how anything in Runeforge worked. Out best source of information was Vraxeris’ journal, which we had found in his study off of the hall of pride.

There were seven special attributes that could be added to a weapon via the Runeforge well, each created from combining the material components for two of the seven vices represented on the sihedron. To select an attribute that was most effective against any specific runelord, you needed to use the two vices that opposed that runelord’s vice — and the sihedron itself showed which two vices opposed any other vice.

The seven attributes are: miserly, covetous, jealous, dominant, tyrannical, sadistic, and parasitic.

For us, pride and lust would oppose greed, and would grant a dominant attribute to any weapon enchanted in the Runeforge well with those proper components, which we already possessed: the shards of mirrors from pride and the sex toys from lust.

But how were these components and the well used to enchant weapons? I decided to ask someone who would know: the Peacock Spirit. Using the pink ink (and why not?) I picked up the peacock feather quill and wrote,

“What are the procedures required to align weapons with the dominant attribute using Runeforge?”

As soon as I had penned this thought, the quill took over and wrote,

“Immerse deep the right components in opposition to the runelord’s rune, and hasten then to anoint thy weapons.”

After shaking off the unsettled feeling that always comes with using the quill, I realized that the use of the Runeforge well was far more simple than we had been trying to make it.

There seemed no reason to wait, and so we returned to the central Runeforge chamber and circled around the well. Each of us had selected a weapon to align, and so I dumped the components into the well.

The pool glowed with a bright gold light, and wisps of misty gold light wafted up from the surface, wrapping themselves around the weapons we held.

Avia dipped her long sword into the water, and gold traces of Thassilonian runes ran up her weapon to the hilt, etching themselves onto her weapon.

Suddenly a large wave of gold, watery light splashed up and onto the statue of Karzoug, and we heard his voice booming around us.

“You? Again?! I cannot help but be impressed by your optimism, but your enchanted weapons will never reach Xin Shalast, for you shall die here now.”

The rest of us quickly dipped our weapons in the pool, each receiving the brightly glowing golden runes, as the statue lurched to life and stomped heavily towards us.

It smacked Sabin and Nolin hard, but Avia moved and claimed first blood (or I should say “first stone flakes”) for our side. I channeled energy while Kane cast Prayer, and Sedgewick began to sing a song of courage. Trask cast haste, and suddenly we were all moving a lot faster.

The statue continue to hit our fighters, and also Kane, who had tumbled in next to it on some mischievous mission of his own.

Karzoug continued to taunt and gloat, “Give up. You are going to lose and be destroyed.” And of course as soon as he said this Nolin sliced off one of the statue’s legs, and it topped onto the floor, narrowly missing Sabin and I.

We then paused for a moment as Sabin examined our weapons more closely to see if he could discern what features the domineering attribute had added.

One thing we could all tell is that the weapons were empathic, and as long as we held them we could feel their suggestions for how to behave during combat whispering in our minds.

[-2 Diplomacy]

The weapons now provided some bonus for avoiding effects of transmutation magic, and they acted as bane weapons for transmuters and shape changers.

[+2 morale bonus on saves versus transmutation]
[+2 attacks/+2D6 damage versus transmuters and shape changers]

They could also absorb up to three harmful transmutation effects a day.

If a weapon was not magical before being aligned it now boasted a +1 bonus.

Our domineering weapons are:

Avia: +1 adamantine long sword
Nolin: +2 adamantine great sword
Sabin: +2 adamantine great axe
Kane: Masterwork (now +1) star knife
Rigel: keen rapier
Trask: staff
Sedgewick +1 rapier
Takkad: +1 light crossbow

Nolin then had the brilliant idea to try to enchant another set of weapons to be effective against wrath. The two runes that opposed wrath were envy and sloth.

We were not sure what components we needed from these halls, but because they had been abandoned or destroyed our options were limited. I had collected a vial of the quick-silver liquid from envy, and Trask sent an unseen servant into sloth (none of us wanted to return) to obtain some of the disgusting slimy liquid from the pools there.

Sabin decided not to align another weapon, and stood guard before the statue of Alasnist, in case it sprang to life when we activated the well. I put in the components, the water glowed with a gold light that caressed our weapons, and we enchanted another set.

Alasnist did not make an appearance, and we now had a set of covetous aligned weapons.

[-2 Diplomacy]
[+2 morale bonus on saves versus evocation]
[+2 attacks/+2D6 damage versus evocators and fire users]
[+5 Fire resistance]

Our covetous weapons are:

Avia: +1 long sword
Nolin: +1 great sword
Kane: +1 sling
Rigel: +1 bow
Trask: +1 knife
Sedgewick +light crossbow
Takkad: +1 knife

Having two contrasting empathic weapons proved to be very distracting, and so each of us made sure to keep one of these weapons in a bag of holding at any point in time.

Because we would visit wrath the next day we kept the covetous weapons on hand.

On the way back to the study in greed Sabin once again stopped and looked at the gold fish, and said, “Baleful Polymorph.” He explained that he thought the green mist, which we used Gust of Wind to pass through, changed anyone caught in it into a goldfish.

Kane and I each tried to Break Enchantment on one of the fish, but with no luck.

Before retiring for the day Kane, Sabin and I went to the large well beyond the study and recharged the wand of Lesser Restoration (+21 charges) and the wand of Endure Elements (+9).

My watch begins momentarily, and tomorrow will be a busy day.
== Sunday, Arodus 3, 4708; Runeforge; morning ==

We returned to the entrance hall of wrath, but it was as we left it yesterday, and so we walked to the teleport circles at the far back of the hall. We put up a few protective spells, but wanted to save as much magic for the big confrontation with Athroxis, which we felt would take place further in.

Avia, Nolin, Trask and I stepped into the blue circle and immediately found ourselves in the practise hall surrounded by four sin-spawn.

They struck out at us, and we returned blows while carefully stepping out of the teleportation circle so the rest of our team could join. In very little time the spawn were dead.

4 +1 great axes
4 +1 red breast plates

The four sin-spawn appeared to have been the only defenses placed in this hall, and we went further back and to the left to the teleport circles for the diamond room, and regrouped.

Nolin, Avia, Sabin and I stepped in the circle first, and popped into the diamond room with nine sin-spawn standing nearby, ready to attack. But we too were prepared and both sides exchanged blows. It was more crowded around the circle here, and it took longer to clear enough space for the others to arrive.

The combat was fierce and physical with very few spells and only a minimal of healing. I used some icicles, but mostly I struck out with my aligned knife, and channeled energy when needed.

Soon all nine spawn were down, and we took a moment to look around.

9 +1 great axes
9 +1 red breast plates

The flaming weapons are still stuck in the walls, but now I see that the mural on the ceiling of the red haired lady wielding a flaming ranseur was not, as I had first thought, Alasnist, but rather Athroxis.

The walls were inscribed with spidery runes describing various evocation spells.
== Sunday, Arodus 3, 4708; Runeforge; mid-morning ==

We decided to look through the smoke curtain first, and using True Seeing I peered through the illusion into a vast hall. Two rows of red stone pillars reached up some sixty feet to support a flaming ceiling, and a circle of low flames surrounded a large sihedron image in the floor.

But what caught my eye was the enormous daemon standing in the center of the hall. It was a shemhazian, of which I had only read before and never hoped to encounter. The hulking thing towered thirty five feet high, and looked like a giant cross between a bear and a spider. These things were said to have been created in the lowest levels of the abyss from the tortured souls of the most evil of people.

A small figure floated in the off to the side behind the daemon, and by her red hair and flaming ranseur I knew she was Athroxis. She was too far away for me to see what she was doing, but that soon became painfully clear enough.

I was struck by a lightening bolt, and while I managed to dodge aside at the last moment to avoid the full strike, it still hurt plenty.

I quickly described what I saw in the other room to my companions, and we prepared for battle. It seemed our best strategy was to focus on Athroxis and avoid the daemon until she was slain. But I was not sure what was in the minds of my companions. Sabin had an odd grin on his face, and Kane was muttering something about needing to kill the daemon.

And then two things abruptly changed our hastily drawn battle plans. First, another bolt of lightening arced in and struck me, but this one forked and blasted all of my companions as well. Second, the shemhazian vanished from the hall beyond the smoke and appeared behind us.

We adapted quickly. Trask put up a wall of force on this side of the curtain of smoke, effectively isolating us from Athroxis for the time being. We then turned and faced the daemon.

I cast Prayer and Sedgewick began to sing.

Nolin charged in, with Sabin close behind. It struck them hard, but they had a hard time penetrating its defenses and damaging it (even if they hit it). The creature bit Nolin, draining him of strength, and so Kane began to creep in so he could restore Nolin’s strength, and he too began to take hits.

I channeled energy to help heal those in front, and followed Kane in towards the beast.

Trask cast Fly upon Avia (he had previously cast this on Nolin, and she was waiting for her turn), and Sedgewick cast Greater Invisibility on her. She ran in to join her companions in arms, but the invisibility did not aid her against the daemon, and it struck her as she came in.

All the while the rest of us were trying to conserve as much magic as possible for the encounter with Athroxis, while still trying to make meaningful contributions in the battle against this potent foe.

The daemon continued to strike and bite with devastating results, while our own strikes seemed feeble by comparison.

But then Avia was finally standing next to the shemhazian, and while it did not know it yet, this spelled its imminent doom. Avia used her holy smite skill, which extended to Sabin, who was standing nearby, and the two of them began to cut seriously large chunks out of the daemon, who now began to howl and wail in agony.

And then from the cloud of smoke came a bright flash and the sound of a loud explosion: Athroxis had attempted another lightening spell, but had now discovered the force wall. Sedgewick placed his hand on the wall so he would know as soon as it fell, but even after another blast thudded into it, the wall held.

Nolin redoubled his efforts, having had much of his strength restored, and even though Avia suffered a bite for some strength loss, it now mattered little.

The demon, realizing just how close to death it was, teleported to the back of the room and screamed at us. Sabin ran up and threw his great axe at it, striking it squarely in the face.

The thing fell to the floor dead.

We have quickly healed and restored the wounded, and are at full strength with nearly our full complement of spells at the ready.

But we are letting Athroxis expend her spells trying to take down the wall of force.

As soon as it falls (or she gives up trying to take it down) we will take the fight to her.

rf_wrathA

Character: Sabin

Sabin’s July 2014 Journal

Today is the day we created RuneForge weapons. We gathered around and as the first weapon was energized Karzoug took over the statue and attempted to kill us. Luckily adamantine weapons are great against stone. The statue/golem was dispatched fairly quickly.

Analyzing the new magic on the weapons was very interesting. This should be very helpful in the days to come.

Dominant GreatAxe:

  • +2 moral bonus against transmutation magic, alas this does not stack with heroism.
  • The bane of the weapon affects transmuters and shapeshifters as a bane, provides an extra +2 weapon enchantment (+2 to hit and +2 dmg) and deals an extra 2d6 dmg.
  • Up to 3 times a day my GreateAxe can absorb a harmful transmutation spell. Looking over transmutation spells this should protect me from baleful polymorph, flesh to stone, and disintegrate.

Nolan had a great idea to make a different RuneForge weapon. We carefully gathered materials from sloth using an unseen servant to place in the runeforge with the quick silver. I was trying to figure out weather to place my cold iron axe or one of the other great axes into runeforge. Standing there in front of the runeforge I made the split second decision to not create a second runeforge weapon. The others gained a second runeforge weapon that provided fire resistance and bane to evokers and fire creatures. After creating the second weapon the others seemed to be distracted. The distraction seemed to be related to having two runeforge weapons and diminished combat skills. We found that putting the second weapon into a bag of holding or haversack provided enough distance or separation to relieve the diminished combat skills. Although it doesn’t seem very practical in combat to place one weapon into the bag just so you can get the other out of the bag.

Further looking at the new special ability on my GreatAxe I figured out that the RuneForge special ability takes up 2 of the 5 special ability bonuses that can be added to the GreatAxe. While I hadn’t planned to put any special ability on the GreatAxe until later this is a pretty cool special ability. If there is money and time after leaving runeforge adding the next enchantment bonus is still the right option for my weapon as the next level of regular enchantment bonus allows the weapon to be treated as a cold iron or silver weapon for the purposes of getting through damage reduction. It will take me 9 days and 9000 gold to add this next level of enchantment, more then I expected but I can not really complain about the free +2 special ability.

Nolan’s GreatSword should have the same weapon enchantment level and special abilities as my GreatAxe so I expect he will want to also move to +3 weapon enchantment to get the benefit of getting through DR. Avia asked about upgrading her weapon so I calculated the time and cost to 11,000 gold and 11 days. It just occurred to me to ask Avia how her bonded weapon paladin ability works on magic weapons. With the RuneForge special ability she has used up 4 of the 5 special ability units that can be place on a weapon. >From a standard magic weapon point of view she can now only put a +1 special ability on the weapon.

PAUSE FOR A FEW MOMENTS!!!

It would be really cool if her deity allowed her to ignore the normal special ability limit. That would awesome and the possibilities are endless. If I had that ability

PAUSE FOR A FEW MOMENTS!!!

What am I saying? I could never conform to the ridged rules that a paladin must follow. I am not sure I even understand paladins or the deities that they follow.  I am pretty sure that deities make up there own rules.

Hopefully we have some time after leaving RuneForge to do some upgrades. First on the agenda has to be the Armor upgrades for Kane and myself that were delayed to put the holy special ability on Avia’s sword.

There are going be a lot of challenges ahead of us to prevent the return of Karzoug from returning. As I wrote those words it became apparent that there is likely no way for us to prevent Karzoug’s return. We have to prepare as if we will face karzoug himself and that is a scary thought. With all of the magic that will get thrown around upgrading my ability to resist spells becomew important. Looks like it is time to have Rallo create me a cloak of resistance. Unfortunately I will have to live with just a +3 since that is the highest level of cloak that he is capable of creating. When we get out of here I need to go see about having him create this +3 cloak of resistance.

Pause for a moment look over in Trask’s direction.

Rallo needs to clearly understand that I want a plain looking cloak and not one of those frilly looking bright colored cloaks like the ones Trask is wearing. A plain brown or black cloak would fit the bill.

On the way back from creating our Dominant weapons we paused long enough for Takkad and Kane to attempt Break Enchantment too see if the gold fish change back into people. These are indeed a tough gold fish and it was not going give up easily. As it stands the score is gold fish 2 and Kane/Takkad 0. I considered learning Break enchantment to give another attempt but instead I learned fabricate from the spellbooks. Assuming that we are successful in our combat with the “mistress” this will be very useful for creating crates to hold non-magic items for shrink item. When I get time I also need to test creating master weapons and armor, not that I need anything. Maybe a new masterwork +5 strength composite longbow would be good to have to replace the +3 strength bow I have today.

I have this newly learned spell and an open spell slot. The possibilities are unlimited. I don’t have any of the bronze from the wrath Golem so will have to wait to create boxes to hold books. You know I should have used fabricate to update my journal entry. Well maybe that is a little wasteful but I have to try out the spell. I got it I will create my own manual on killing creatures. So I definitely include some giants, and dragons, and devourers, Lich

Sabin  puts down his journal and uses fabricate to create “Sabin’s guide to killing creatures”.

Character: Takkad

Takkad’s journal entry for June

== Starday, Arodus 2, 4708; Runeforge; noon ==

Trask had launched a fireball into the adjoining hall, where we saw a swarm of creatures, which I later learned were called “sin-spawn,” racing toward us.

They did not appear to welcome Trask’s warm embrace, and so Trask blasted them with another, and one of the creatures dropped in a smouldering heap.

Our fighters moved in to attack, and I fell in behind to offer healing support. Nolin, Sabin and Avia managed to drop another sin-spawn, but things did not continue to go all our way.

A squad of human fighters arrived, but rather than attack, they held back behind the attacking swarm of spawn. All of a sudden we were engulfed in a pair of fireballs. These did not seem as potent as those Trask created, but they were plenty painful, and there were more of them.

Trask detonated another of his fireballs among the sin-spawn and more fell, and then Sabin used his Dimension Door tactic to pop us next to one of the spell casting fighters. Avia promptly killed it.

We were then hit by a volley of force missiles and another fireball as we realized there were a lot more fighters hanging out in the side wings of the great hall.

Sedgewick had been singing a song of courage all this time, and suddenly he shouted at the sin-spawn, which caused them to clasp their boney hands to their ugly ears. Trask then blasted them with yet another fireball, and the last of them fell.

This freed up the other half of our team, and Kane quickly made his way down to us and offered much appreciated healing for all of the fireball damage.

We approached another pair of fighters, but each was using various spells to visually shift their position and blur themselves into a series of wavering copies of them. This made them exceptionally hard to hit or touch.

In the meantime more fireballs burst around us.

I isolated half a dozen of the fighters with a Blade Barrier. One of them tried to launch a fireball through it, but it detonated at the barrier and blasted him and his fellows. Another tried to run through the barrier, but he did not survive the attempt.

Meanwhile Nolin, Avia and Sabin continued to grind their way through the fighters remaining on our side of the blade barrier. Task skillfully used his spells to assist, and finished off one with a set of magic missiles.

Soon there was just a pair of them left, and one of these was talking to his sword grinning evilly at Sabin, which did not bode well for Sabin.

I dropped a Flame Strike on the two fighters, which killed one of them, and then Sabin promptly killed the other.

I looked around the hall and saw a troll standing further down, with Nolin walking back from it, muttering angrily to himself. Apparently Sedgewick had created an image of one, and Nolin had dutifully run over to deal with it.

The four surviving fighters trapped by the blade barrier had one by one popped out from the room, using a teleportation circle on the floor.

This gave us time to look about the hall in which we found ourselves. And of course to search for valuables and loot the dead.

Sabin held a brief conversation with Trask about using the same spells as these fighter mages during combat. At least for Sabin’s part it was short. He made his comment, and as Trask waxed eloquently about the different and subtle nuances of various protective spell combinations, Sabin abruptly turned around and walked off. Trask kept on talking, no doubt for the befit of those around us who might have been listening. Or maybe he is just always talking like that.

We were in a large training hall for combat. Practice dummies stood along the walls, and the floor was littered with miscellaneous fighting gear. Two wings led off to either side halfway down, with doors before and after these wings. A wide hall led to another area further in.

We checked each of the doors in the main hall and found the first half a dozen were small rooms with a pair of bunks and chests in each. The next six were more like kennels, with straw, filth and stench liberally strewn about.

The wings to the left and right each ended in a large identical room with a pair of teleportation circles like the ones we had already seen.

The fighters (we would eventually find a slay 20):

[1206] 20 +1 greats-words
[1207] 20 +2 mithral chain shirts

Both Sedgewick and I replaced the armor we were wearing with a new shirt.

The sin-spawn:

[1208] 10 +1 great axes
[1209] 10 +2 red breastplates

The bedrooms:

[1210] 12 spell-books

The hall ended in a large meeting or dining area, with a sizeable pantry off to one side. Oddly enough there did not appear to be anything worth eating.

We decided to use the blue teleportation circle to to the left (from where we originally entered the hall). We knew that only four of us could use the circle at a time, and so we divided ourselves into groups. Nolin, Avia, Trask and I were in the first group; and Sabin, Rigel, Sedgewick and Kane in the other.

We cast a few protective spells and stepped into the circle.

The room in which we found ourselves was quite large and diamond shaped, with granite walls. A mural of Alasnist was on the ceiling, and the room was lit by three sets of flaming weapons embedded in the wall. At one end of the room was a wide hallway choked with a curtain of billowing black smoke.

We were immediately engulfed by four fireballs, and Nolin was near to death. For there, in each of the four corners of the room stood one of the fighter mages who had escaped the blade barrier trap in the hall. They had obviously been waiting for us, and set off prepared spells just as we arrived.

Trask cleverly isolated two of them by erecting a wall of force. This gave me an idea, and so I asked Avia if she could heal us while I worked on something else. She complied, surprising us with the efficacy of her channelling!

I then entombed one of the fighter mages in a wall of stone. Honestly, if you you are going to launch spells at us at least try to avoid standing in a corner of a room with stone walls.

This left one fighter mage, who tried to put a brave face on his now hopeless situation.

“Stop right there! If you think you can challenge the High Lady Athraxis, then you are mistaken. You have not proven yourselves nearly enough.”

After this little disclaimer he hit Nolin with a scorching ray. Nolin hit him back with something a lot more sharp and solid.

The others then popped into the room, and Kane immediately healed those of us nearest the circles. Trask placed a flaming sphere under the fighter, and I moved over to Nolin and healed him.

The fighter was sweating now, and casting furtive glances at the wall of smoke behind him, “You are not worthy to challenge the high lady! You will never become the high lord of…”

Nolin cut his speech short by cutting off his head. He is good that way.

Kane wandered over to the wall of force and made threatening gestures at one of the fighters, who cowered in response. This was an odd sight: a three foot tall halfling healer making a six foot tall fighter cringe.

The other fighter cast a fireball at the ceiling, obviously judging how high the wall of force reached, and he used this knowledge to scorch a few of us with a well aimed fireball.

This small degree of success was short lived, as Trask dropped the wall of force and we kicked the shit out of our two remaining foes.

Looking around the room we saw that smoke was an illusion. We also noticed that the walls of the room were covered in a thin script, but I was to distracted at the time to translate what they said.

The six flaming weapons lighting the room were a pair of +1 long swords, a pair of +1 ranseurs, and a pair of +1 great swords. We plan to take these with us when we leave Runeforge.

By now the fighter in his stone chrysalis was ready to emerge as a beautiful butterfly, but apparently he had had difficulty with the lack of air and emerged as a corpse instead. We took his stuff.

Rather than pass through the smoke (or illusion thereof) and encounter whom we felt sure was the most powerful being in the Halls of Wrath, we thought to try the other teleportation circles first. We returned to the hall and, keeping the same grouping as before, popped into another hall.

It was the smallest hall we had encountered in Wrath thus far, but it was still large. It was narrow and long and stretched down from the end where we arrived, past a number of very large tables, and ended in three large alcoves at the back.

Parchment, books and alchemical supplies littered the table tops, and standing around the tables were more fighter mages. They were in the middle of a heated argument, and did not notice us at first.

“…but each generation is going to worse and worse…”

“…unless we get the sin-spawn back into human form…”

Trask interrupted their debate with a deadly arc of chain lightening. This surprised us (where was the fire?), but it surprised the fighters even more. In fact three of them died from the shock.

The others began to pop in as we hastily tried to make room for them, and Sabin Dimension Doored Nolin and I into the thick of things.

Nolin killed one while Sabin killed another two. The remaining fighter called out “For the Lady!” as he hefted his sword and launched after us, but Sabin used his newly acquired Swipe spell to take the sword, and I killed the stunned man with a well placed icicle through the eye.

Notes on the tables indicated the fighter mages were trying to solve two serious problems that threatened their well being:

  1. the constant in-breeding of warriors over the millennia had degraded their quality, and

  2. the practice of converting the aged humans into sin-spawn had further depleted their numbers (that plus the hostile encounters with the denizens of the other halls), and they were trying to find a way to convert the sin-spawn back into humans.

Well, we had solved problem 2 for them. I guess we solved 1 as well, and in the same way.

It was kind of sad, really, but then I realized these people were stuck in the same sort of unchanging thought patterns as everyone we had encoutnered trapped in here. Ten thousand years of isolation is not good for creativity.

Other notes described forging magical weapons and armor (we kept those). In fact the entire place was a well stocked magical weapon and armor lab.

At the far end of the hall, in the center alcove was a large vat of stinking flesh colored goop. The notes identified it as something called proto-flesh, but smelled horrific and I kept well away from it.

The constant barrage of fireballs we had endured today had drained our healing ability, and even Trask had commented that he could not cast as many fireballs as he felt comfortable having on hand (I am guessing that number to be around a dozen). And so we decided to head back to our base in the Halls of Greed.

We made it back to the main entry hall of Wrath without incident, but as we were leaving we heard a loud thunderclap, and as we turned around we saw a cloaked figure swirl about and vanish.

We arrived in Greed without further incident, but Trask was distracted and muttered to himself the entire way back, “That lightening spell was actually more effective than my fireballs. That can’t be right. How can something be better than fire?”

Sabin spent an unusual amount of time looking at the goldfish in the fountains as we walked back to the stufy, and seems very thoughtful.

rf_wrathA

Character: Sabin

Sabin’s Journal for June

The permanent teleport circles in the halls of wrath are kind of cool. The amount of resources put into magic devices and traps in Runeforge are pretty mind blowing.

Ten thousand years ago this must have been an amazing place for magic, although half-ocs would likely not be allowed into RuneForge. The Runelord’s were each trying to gain control of the entire empire so they would have only worked together if there was no other choice. The only options that I see are that they either had to work together to create this powerful RuneForge or that first king Xin actually created the RuneForge and this is beyond even the Runelord’s abilities. We know that the RuneLords would not corporate on something like this unless there was no other option. I really like the idea that maybe the RuneLords created there little realms attached to the RuneForge because it was magic that they did not even fully understand. It is also interesting that the RuneLords themselves put wards and protections to prevent Runelord’s or agents of the RuneLord’s from entering RuneForge. The fact that they place wards and protections to prevent each other from entering into RuneForge means that they must have had a way to get out.

We still don’t really understand what the RuneForge is capable of doing. We know from the journal that we can enchant weapons to help with Karzoug but what about armor?  Thus far we have not found any written instructions on how to use the RuneForge. The mysteries of how it works are also beyond our current understanding. It’s hard to believe that this information was not written down. We have almost been to all of the RuneLords private areas and we soon need to see if we can get out and what RuneForge actually does. Tomorrow we are going back into the halls of Wrath to finish the exploration and meet the head mistress. Everyone else here just wants to kill us so I expect that will be the same.

I had been wondered about using blur or displacement with mirror image and today I found out first hand that this is a very effective protection from targeted attacks. It does not provide protection from magic missile or spells like fireball but it is still a good combination. For fireball fire shield is a great secondary protection plus maybe shield for magic missile. The way Avia and Nolan normally take out people the battle could be over before I was finish casting all of these spells. The battle with the Eldritch knights, or what ever they called in the empire, really uncovered that I am missing area affect spells that could bypass these type of protections. I technically learned fireball but I just don’t like fire magic. For the dragon it just seemed like what was needed/expected from a wizard but it just feels wrong. Luckily my two fire spells burning hands and fireball are not in the blessed spellbook, fire shield is technically a fire and cold spell but I plan to normally use the cold shield, so I am calling the spell cold shield. I have decided to not copy the spells fireball and burning hands into the blessed spellbook. Once I get the other spells copied out I am going to leave my backup spellbook someplace; maybe the library, under Sabin’s first spellbook. Thousands of years from now some adventuring party will find the library and wonder why somebody named Sabin would leave a spellbook in the library.

As I started to write before we have cleared a portion of the hall of wrath, If this one is similar to the size of the other halls we may have cleared most of the hall of Wrath. The Eldritch knights prepared for us effectively used displacement or blur with mirror image plus they kept throwing fireballs at us, Very annoying. The blade barrier and the holy flame brought down on the Eldritch knights by Takkad was impressive. One of the stupid Eldritch knights actually thought that he could run throw the blade barrier. Too bad for them that conjuration spells such as dimension door are not allow to them, likewise the abjuration elemental protections spells are on there prohibited school list. That should make Trask happy. With the prohibited school of conjuration it is very clear that someone else helped them create the teleport circles given that Alaznist’s followers don’t use spells form the abjuration and conjuration schools. It seems very odd that her section of RuneForge utilizes something her followers shouldn’t be able to use.

Off to the teleport circle to the left was the fireball ambush. Although it did not seem to work as well as they would have preferred. The funny part was that today Avia showed that she can be a big time healer and Takkad showed off his combat skill. As we entered the room we found that Trask had walled 2 of the fighters behind a wall of force and Takkad had trapped one behind a wall of stone. The enforcer Kane had the fighters behind the wall of force cowering against the wall so I went over to frighten the a little more since it was obvious that Avia and Nolan would likely kill the main guard in front of the shadow curtain before I would be able to get there. With all three guards killed we waited a little while to open up the stone cage Takkad create to trap one of the fighters.

The main guard said that we were not worthy to meet or challenge the mistress, we never really figured out what that meant although I can’t help but think that we missed something in the fog of battle.

Off to the right circles of teleport we found a group of them planned how to save there bloodlines. Without there protection spells they were no match for us and they were quickly dispatched. Rigal stepped into the portal without waiting for the agreed upon amount of time, Taking Rigal’s lead I also stepped into the circle and almost landed on Nolan. In the craziness of going through the portal the dimension door missed Avia, I really hoped that she would be within reach of Nolan but alas she was not. I was able to test out the swipe spell the final fighter. I gave him the option to surrender but he chose death. I guess he would rather die following what he believes in rather than betray his belief, we respected his choice. In here we found a bunch of paper work that mainly related to the fact that they were trying to revive there elders that they converted to sinspawn. Turns out they needed there elders to increase there breeding pool. I would have though that focusing on capturing us would have been a good way to solve that problem.

We decided to leave Wrath for the day to regain spells. It is early in the day so I have an opportunity to learn some spells today. Karzoug’s special spell Blood Money is a very power spell for any of my spells that require materials components greater than 1GB. If I didn’t have Eschew materials it would be useful for other spells, but I really like Eschew materials. If  I could get Kane or Takkad to provide a lesser restoration this would is a good way to cheaply cast true seeing, that is in the future when I am actually capable of casting the spell. This also opens up the option to learning and using stoneskin. Maybe when we get out of here I can see if Rarallo can create a special command word magic item that would allow me to use lesser restoration a couple times a day. While doing research on the different ways to create magic items I discovered that putting restrictions on such items reduces the material costs required to create such an item. Looking back through my notes I see that I can reduce the cost of a command work magic item by reducing the number of times that it can be used per day and aligning the item to a specific trait. I would just have to figure out which trait feels right, maybe fighter. I have always seen this used as a touch spell so the ideal items to place this on would be bracers or gloves.

For all of the wonder and power of the runelords and Rune magic you would think that they would have created a spell to help make life more comfortable. Something like create beer would be a wonderful spell for a wizard trapped in RuneForge for the rest of his or her life. I suspect during the height of the empire there must have been a way to get supplies into RuneForge without trapping more people inside. There also has to be a way for the RuneForge wizards to get objects out to the main world.

I have been watching and admiring the maps that Takkad puts in his journal. Every time he brings them out so that we can review where we have been it is impressive.   I have decided that today I would start recording maps into my journal as well. Takkad seems to really enjoy his time spent creating these maps and I have learned that a lot of parents try to teach there children to respect there elders. That is a little strange to me as I was taught to fear my elders. Someday I may need to rid the world of the clan that I was born into. I am sure the Shoanti people would benefit greatly from the extinction of the clan. The Shoanti have long been victimized by the clan and it is very likely that my father was of Shoanti blood.  Shoanti are wanders so maybe map making is a natural thing for them and maybe I can find it as fulfilling as Takkad. Ok here we go.

After many attempts to draw this map I have come to the conclusion to give up drawing maps. My maps suck, I suppose that with effort I would get better at drawing the maps but this is clearly not something I enjoy doing. I actually have decided that I really hate drawing maps. It is right up there with listening to Trask and Sedjwick talk on and on about some uninteresting detail. I was able to use erase to get rid of one of the attempted drawing and luckily I was smart enough use the back of the journal for most of the very bad attempts to draw a straight line. I will regain those other 15 pages at the back of the journal over time as I have available spell slots. What a waste of ink.

In frustration I made a few laps around the greed hall to work off the frustration of the failed map making attempts, luckily here in the hall of greed one can walk in a circle. On the third time around I stopped to talk with our watery friends. They told me an ancient story about one of there great hero’s. There were a lot of culture references to people, places and events that were unfamiliar to me. I could understand all of the word spoken in there language but with out the cultural references I couldn’t really understand the whole story. I am pretty sure the story relates to the discovery of the tasty food gold fish. GOLD FISH! All this time I was aware that the trap here at the entrance was a baleful phymorph that was transmuting the people into gold fish. We have been passing by these fountains for days and it never even occurred to me that we could break the phymorph enchantment to bring back people and question them. They might be grateful to us for freeing them and provide critical RuneForge details. Worse case is that we have to kill them and take all of there magic equipment. Although we either need to move the gold fish out of the fountains or break the enchantment soon before they are eaten.

Character: Sabin

Sabin’s journal entry for May

Once again we used dimension door to get cozy with the toughest looking opponent. Kazaven was a pretty nasty lich hiding behind a wall of force. Luckily for us he left enough room for at least 3 of us. Do to the wall of force Takkad was left on the other side of the wall with the summoned Devourer’s. In this case Takkad’s will in preventing this summoned created from touching him was stronger then there desire to hurt him. Takkad’s protection from evil was a perfect match for these creatures. I wonder if he even remembered to bring a weapon with him today.

All seemed to be going our way when the lich Kazaven vanished out of combat choosing to hide next to his phylactery. I burned one of the two locate creature scrolls only to get a confusing reading. As it turns out that Kazaven was directly below. Even with the magic of a mass vampric touch draining away our health we were able to dispatch his current physical body. We then turned our attention to destroying his phylactery. It was about that time that Rigal proclaimed that the trap had been disabled. She was still invisible at the time but we all recognized her voice.  We found his spellbooks in one of the sarcophagus, along with some other spellbooks that he obviously collected from the others. In the third sarcophagus were coins, gems and such. We collected all of the values and every book to take back to our RuneForge base.

Back at Karzoug’s little corner of this world Takkad begins learning to inscribe runes. There are some very cool effects but also very expense. Sedgewick was reading something. Wait until we show him the library. I myself spent the evening learning Deathwine and Swipe spells plus looking over Karzoug’s favorite transformation spells.  I have been trying to figure out how enchantment and illusion magically enchanted weapons could be used to tear down a transformation guarded fortress. Looking through the transformation magic in our spellbooks some of the things we have already faced jump out: reduce person, reverse gravity, slow, baleful polymorph, disintegrate, and flesh to stone. There is also time stop, Ethereal Jaunt, iron body, and various shape changing spells (elemental, dragon, etc) that could come into play. This list of transformation spell concentrated at Karzoug’s fortress in Xin-Shalast by them selves could create traps that would keep people out even after all of this time. You cannot get very far if you get turned into a gold fish or a statue!

After a longer than expected conversation with Sedgewick I was able to get Vraxeris’s journal back into my hands. He was still going on about something as I turned and walked away. In the future we really need to get Trask and Sedgewick to ride along side each other; I am not entirely certain if either of them would realize that the other is talking.

Going back through Vraxeris’s journal I was looking for some answers; is there other transformation magic a work here that requires special enchanted weapons? Baleful polymorph, flesh to stone, etc have to be an issue for Vraxeris’s followers  he was planning to go to Karzoug’s fortress. I am beginning to wonder if the combination of illusion and enchantment magic is to provide protection against the transformation magic instead of providing a greater ability to inflict damage. Maybe the magic fools the defenses into not activating or absorbing the magic in some way, like mirror image prevents me from taking damage. Protection against Baleful polymorph and flesh to stone just has to be something that Vraxeris was trying to overcome. Without an answer for these two spells affects I just don’t see how they expect to be successful. I am only guessing at the defenses of the keep but given 10,000+ years have passed it seems like the biggest challenge is surviving the transformation defenses.

Re-reading Vraxeris’s journal he states that   “the occlusion field around Karzoug’s fortress in Xin-Shalast has a flaw”. I really wish that he would have been more descriptive to explain details on what is the occlusion field around Karzoug’s fortress. I originally thought that this is something that we would have to break through to get inside but if this is based on transformation magic then maybe you just have to survive the journey through the field. Surviving a field based on Baleful polymorph or flesh to stone would be enough to defeat most attempts to breach the inter fortress. So maybe just maybe the enchantments are to provide protection and not to provide the ability to damage. The information at hand indicates that there are a limited number of enchantments available at the runewell. If this is indeed a protection from transformation magic that we can only provide to a few in the party then we need to protect those that can revive the party after being affected by transformation magic.

Before we move against Karzoug’s fortress we need to make sure that we have spells and scrolls to counter transformation magic. Scrolls of break enchantment and some additional stone to flesh scrolls could be the difference between defeating Karzoug and becoming a gold fish.

In Vraxeris’s journal he stated “I have taken steps toward an alliance with Delvahine. She may be able to escape this place, for she was not of the original blood”. It is not clear at least to me if original blood is related to a period of time or simply someone entering RuneForge through the main portal. I am also not clear if the Vraxeris’s master circle  built in the halls of wrath will be the way out of the Runeforge or not. I have been wondering if our friendly water mephit’s might be the key to us getting out of this place. Maybe the master circle in the hall of wrath’s will provide our escape, tomorrow we start investigating the halls of wrath. Thus far it appears that each hall has a spell unknown to the world. Hopefully I will get to read about the wrath spell soon and not suffer the effects cause by a focused wrath spell.

Character: Takkad

Takkad’s journal entry for May

== Fireday, Arodus 1, 4708; Runeforge; evening ==

Having prepared for combat with the evil that lay in wait we opened the door and quick marched down the narrow hallway to another laboratory. Lanterns hung from the ceiling, bathing the room in a soft golden light. Sprawled on two tables were the forms of bodies, human simulacra crudely stitched together from the parts of different people. An array of sparkling surgical equipment waited nearby on two other tables.

A lank individual in flowing red robes lurked in the far corner. He had a pale and waxy complexion, and was clutching a staff in one hand, with his overly long black fingernails clicking in a most disturbing way as his fingers twitched and spasmed.

He croaked out, “Kill them!” in a voice as dry as dust, and it was then we noticed the other two creatures in the room.

Massive skeletal looking beings with open chest cavities. Peeking out from the rib-cage of each was a wispy spirit of some kind, although I could not tell if they were controlling their hosts or merely captives within. Devourers. I had read about these things before, and was grateful for the defensive spells we had cast against evil.

Sabin wasted no time and used his Dimensional Door tactic to pop himself, Nolin, Avia and I next to the thin one. This caught him by surprise, but we too were surprised by a force wall he had in place to isolate his corner of the room from the fighting. The three fighters fit into the corner, but I did not, and found myself on the wrong side of the wall, staring into the beady black eyes of a devourer.

Thank Pharasma for the Protection from Evil spell that kept the creature from touching me! Unfortunately Sedgewick was standing behind me when Sabin moved us into the room, and he was out of the area warded by Kane’s Magic Circle Against Evil. The other devourer gleefully stepped up and began to pummel him.

I tried a Dismissal spell, but it had no affect on the beast. On the other side of the force wall things were going better. Nolin, Avia and Sabin had been relentlessly bashing away at old skin and bones, who with a cry of anguish vanished.

Sabin called out, “The bastard used Dimension Door to escape!”

But on the other side of the force wall we had two unscathed devourers to contend with, but no fighters! I used Stone Shape to scoop out an access way around the wall of force, through which Nolin and Avia leapt and charged the enemy.

Within moments one of the creatures had fallen, but its companion stepped in and drained Nolin of a massive amount of health. Kane and I channeled energy to keep the fighters going, and Avia stepped up to help finish off the monster.

Meanwhile Sabin had used a scroll of Locate Creature to try and find the lich (we were fairly sure that is what we were dealing with), but as he slowly turned about, the spell indicated the lich was everywhere… and nowhere.

Rigel, Kane and Trask sped out back to the entry rooms, hoping to catch the lich there, while the rest of us searched for secret doors.

Sabin found a trap door right beneath our feet, and I used a Stone Shape spell recalled from the one I had cast earlier (I feature of the cloak I was wearing) and removed a large portion of the door.

A fetid light and the smell of decay and death wafted up from below.

Avia, Nolin, Sabin and I jumped down into the crypt below. I landed poorly and fell to the floor, while the others rolled up and charged the lich, who was standing at the far side.

Suddenly invisible hands lifted me up onto my feet — Rigel! She was invisible and had gracefully flitted past the rest of us and plunged down to scout out the area for traps.

As it turned out, the entire room was a trap.

Between me and the lich (and the fighters) were three sarcophagi, each decorated with relief carvings of dancing skeletons and corpses. As our heavy hitters were hitting the lich heavily, it cackled and out from the hands of these relief carvings sprang a ghostly white light, which sapped us of our health while rejuvenating our foe!

Kane was still above us, but he leaned over the trap door and channeled energy into the room, healing us. This allowed me to cast a Dimensional Anchor on our opponent, while Sabin used a Touch of Idiocy on the lich to greatly reduce its threat.

Task had dropped down into the fray and tried lightening on it, but this seemed to have no affect.

And then the white light sprang forth again, draining those of us in the crypt. Nolin began to slash at the coffin nearest him, using his adamantine great sword, severing the limbs from the carved figures.

Avia then struck a mighty series of blows that reduced the lich to dust.

We then began to frantically search the chamber for the evil creature’s phylactery: for a lich stores its soul in this object, and unless it too is destroyed the lich can defeat death yet again and take form over time.

We pushed the top off the sarcophagus nearest to where the lich fell and found a great deal of Thassilonian, which identified the lich as Kazaven, and indicated that it was in fact Kazaven’s phylactery. Nolin, Avia and Sabin made quick work of destroying it, while Rigel managed to disarm the negative energy trap.

Searching the Kazaven’s remains we found the following:

[1194] Staff of Hungry Shadows: a scorched and twisted piece of wood with a smoke filled crystal sphere at one end. This staff had 39 charges, and could be used to cast the following:

1 charge: Ray of Enfeeblement
1 charge: Darkness
1 charge: Vampiric Touch
2 charges: Enervation
2 charges: Summon Shadow
3 charges: Call Devourer

[1195] +5 bracers of armor (Trask)
[1196] +4 headband of intellect (Sedgewick)
[1197] +2 ring of protection
[1198] small figurine of Kazaven — radiating residual magic of a contingency spell

The sarcophagus nearest the trap door acted as a small library, containing several full sets of spell books.

[1199] sets of spell books

From the next sarcophagus:

14,000 gp worth of coins, gems, and other valuables

[1200] ever smoking bottle
[1201] golem bane scarab: detect golems within 60′ and removes DR (Rigel)
[1202] Kazaven’s spell book

From the room above we found that the surgical instruments had been fashioned from jewelry, and were quite valuable. From the adjoining room we found a set of optical lenses, plus a vast library, including volumes on Thassilonian magic:

[1203] precious tools ~1,500gp
[1204] 10 lenses ~1,000gp
[1205] library ~15,000gp

We gathered up our findings and returned to the study of Greed.

I find it ironic that the hall where we feel most secure and comfortable is the one dedicated to Karzoug, our nemesis.

It was still early in the day, and so we poured over the books on ancient magic and uncovered a spell and rune pair for each of the seven sins.

Envy (Belimarius):
——————

Covetous Aura – bard 5, sorcerer/wizard 5
school: abjuration
components: V, S
casting time: 1 standard action
range: personal
effect: 25-ft.-radius emanation centered on you
duration: 1 round/level or until discharged

Anytime a harmless (so noted by a spell’s saving throw description)
spell of 3rd level or lower is cast within a covetous aura’s area of
effect, you may choose to immediately gain the benefit of that spell
as if it had also targeted you. The intended target still gains the
effect of the spell. You gain the benefits of this duplicated spell
only if the caster is in range of the covetous aura. You are considered
the caster of the additional spell effect. If the effect allows for
multiple targets other than yourself, you cannot use the stolen spell
effect to target other creatures — a covetous aura only aids you.
Once you choose to gain the benefit of another spell, the covetous aura
immediately ends. Rumors hold that this unusual spell was invented
thousands of years ago by Runelord Belimarius, who was constantly
jealous of other spellcasters’ abilities.

Rune of Resistance
Aura: faint abjuration
CL: 5th
Slot: rune
Price: 45,000 gp
Weight: –

Description:

This rune grants the bearer resistance 10 to two energy types chosen
at the time that the rune is inscribed.

Construction Requirements:

Inscribe Rune, resist energy
Cost: 22,500 gp

Gluttony (Zutha):
—————–

Deathwine – cleric 2, sorcerer/wizard 3
school: necromancy
components: V, S
casting time: 1 minute
range: 1 potion touched/level
duration: 1 hour/level

This spell allows you to turn a potion into a temporary pool of
necromantic energy. Only a potion created using a conjuration
(healing) spell can be affected by this spell. An affected potion
turns dark red and reveals a necromantic aura if detect magic is
cast on it while it remains under this spell’s effects.

When you drink a potion affected by this spell, you do not gain the
potion’s normal effect. Instead, the first necromancy spell you cast
within the next minute is cast at a higher caster level. The bonus to
caster level is equal to the spell level of the spell used to create
the potion that deathwine affects. For example, a 5th-level wizard who
drinks deathwine made from a potion of cure serious wounds would cast
his next necromancy spell as an 8th-level caster, as cure serious
wounds is a 3rd-level spell.

In addition, any undead creature (or other creature healed by negative
energy) that drinks a potion affected by deathwine is healed of 1d8
points of damage. Any potion not imbibed before this spell’s duration
expires is destroyed at the end of the deathwine’s duration.

Rune of Obedience
Aura: strong necromancy
CL 9th
Slot: rune
Price: 135,000 gp
Weight: –

Description

Designed as a foolproof means of ensuring absolute loyalty, even
from those ordinarily immune to compulsion and mind-affecting magic,
this rune is infused with a single specific prohibition when first
inscribed. This prohibition must be stated in 10 words or fewer and
the bearer must agree to it of his own free will. From then on, if
the bearer breaks this prohibition, he is afflicted with searing pain,
taking a -4 penalty on attack rolls, skill checks, and ability checks
for as long as he is in violation of the prohibition and for 5 minutes
thereafter. This rune affects any creature who agrees to bear it.

Construction Requirements

Inscribe Rune, symbol of pain
Cost: 67,500 gp

Greed (Karzoug):
—————-

Blood Money – sorcerer/wizard 1
school: transmutation
components: V, S
casting time: 1 swift action
range: 0 ft.
duration: instantaneous

You cast blood money just before casting another spell. As part of
this spell’s casting, you must cut one of your hands, releasing a
stream of blood that causes you to take 1d6 points of damage. When
you cast another spell in that same round, your blood transforms into
one material component of your choice required by that second spell.
Even valuable components worth more than 1 gp can be created, but
creating such material components requires an additional cost of
1 point of Strength damage, plus a further point of damage for every
full 500 gp of the component’s value (so a component worth 500-999 gp
costs a total of 2 points, 1,000-1,500 costs 3, etc.). You cannot
create magic items with blood money.

For example, a sorcerer with the spell stoneskin prepared could cast
blood money to create the 250 gp worth of diamond dust required by
that spell, taking 1d6 points of damage and 1 point of Strength damage
in the process.

Material components created by blood money transform back into blood at
the end of the round if they have not been used as a material component.
Spellcasters who do not have blood cannot cast blood money, and those
who are immune to Strength damage (such as undead spellcasters) cannot
use blood money to create valuable material components.

Rune of Contingency
Aura: moderate transmutation
CL: 7th
Slot: rune
Price: 147,000 gp
Weight: –

Description

Once per day, the bearer of this rune can gain the effects of the
spells feather fall and water breathing. In addition, if he is
reduced to 0 or fewer hit points and is not killed, he turns into
a cloud of vapor as per the spell gaseous form for 5 rounds. He
remains conscious during this time, but after 5 rounds returns to
his normal form and is unconscious and dying.

Construction Requirements

Inscribe Rune, feather fall, gaseous form, water breathing
Cost: 73,500 gp

Lust (Sorshen):
—————

Unconscious Agenda – bard 6, sorcerer/wizard 6
descriptors: language-dependent, mind-affecting
school: enchantment (compulsion)
components: V
casting time: 10 minutes
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid
duration: one week/level or until discharged (D)
save: will/negates
spell resistance: yes

This spell plants a subconscious directive in the target’s mind that
forces him to act as you dictate when specific circumstances arise.
The target humanoid can be either conscious or unconscious, but must
understand your language. Upon casting this spell, you must state a
course of action you wish the target to take. This course of action
must be described in 20 words or fewer. You must then state the
condition under which you wish the target to take this action, also
describing it in 20 or fewer words. Actions or conditions more
elaborate than 20 words cause the spell to fail. Unconscious agenda
cannot compel a target to kill himself, though it can compel him to
perform exceedingly dangerous acts, face impossible odds, or undertake
almost any other course of activity. You cannot issue new commands to
the target after the spell is cast.

If the target fails his save against this spell, he is not compelled
to act in any way until the specified trigger circumstances are
encountered. He also has no knowledge of the details of the spell
affecting him, and has no memory of the last 10 minutes (although he
might come to notice the missing time or the presence of the caster).
He can function as he wishes until the events you detailed as the
condition take place. Upon experiencing the prerequisite condition,
the target is forced to perform the course of action you described
as per the spell dominate person. (If the compelled action is against
the victim’s nature, he immediately gains a new saving throw at a
+5 bonus against the spell to end its effects.) For the next hour,
the target acts as you dictated, doing all he can to fulfill your
command. If, at the end of the hour, the target still has not
completed your command, the target is released from the enchantment
and the spell ends. Once the course of action is completed, the
spell ends. The target has full memory of acts performed during this
hour.

It’s difficult to detect an unconscious agenda before the spell is
triggered. Casting detect magic on one affected by it only reveals an
aura of enchantment if the caster of detect magic has a higher caster
level then the caster of unconscious agenda. Even if the spell is
detected, it can only be removed by break enchantment, limited wish,
remove curse, miracle, or wish. Dispel magic does not affect
unconscious agenda.

Rune of the Mistress
Aura: moderate enchantment
CL: 9th
Slot: rune
Price: 108,000 gp
Weight: –

Description

Three times per day, the bearer of this rune can cause a creature
she touches to take a -4 penalty on all Will saves made against
spells of the enchantment school for the next 24 hours.

Construction Requirements

Inscribe Rune, dominate monster
Cost: 54,000 gp

Pride (Xanderghul):
——————-

Raiment of Command – bard 2, sorcerer/wizard 2
school: illusion (glamer)
components V, S
casting time: 1 standard action
range: personal
target: you
duration: 1 hour/level
saving throw: will/negates

You are cloaked in an illusion of authority. Others perceive you to be
a legitimate figure of authority, such as a higher-ranking official, a
religious figure, or a more powerful warrior. This illusion grants you
a +5 bonus on all Diplomacy and Intimidate checks. If you attempt to
disguise yourself as a specific authority figure whom you have met in
person, you gain a +10 competence bonus on the Disguise check and any
Bluff check related to impersonating that authority figure.

In addition, others are uncomfortable acting against you. Creatures with
an Intelligence of 3 or more take a -2 penalty on all opposed checks made
against you, such as Sense Motive checks made to determine if you’re
bluffing, or Perception checks made to notice you when you’re using
Stealth to sneak (a result of their not wanting to question whether you
belong there, and thus giving you the benefit of the doubt).

Rune of the Inscrutable One
Aura: moderate illusion
CL: 6th
Slot: rune
Price: 36,000 gp
Weight: –

Description

The bearer of this rune confuses all attempts to divine information
about him. This functions as a permanent misdirection spell, which
the bearer can change the target of (and thus what he is detected as)
at will.

In addition, whenever the rune’s bearer enters an area affected by a
divination (scrying) effect or anytime a creature casts a divination
(scrying) spell that targets him, the scrying spell’s caster must
make a DC 18 Will save. If this save fails, the rune’s bearer realizes
that he is being scryed upon, knows what spell is in effect, and knows
the name of the spell’s caster.

Construction Requirements

Inscribe Rune, magic aura, misdirection
Cost: 18,000 gp

Sloth (Krune):
————–

Swipe – bard 2, sorcerer/wizard 3
school: conjuration (teleportation)
components: V, S
casting time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: one held (by another) item
duration: instantaneous

By flicking a finger in the appropriate direction and proclaiming
ownership, you attempt to magically wrest an item from the target’s
grip and summon it to your hand. To claim an object held by an
opponent, you must make a CMB check — this check has a bonus equal
to your caster level + your Intelligence, Wisdom, or Charisma
modifier (whichever is highest). If you fail this check, the target
retains the item and the spell fails. If you succeed, the item
teleports into one of your free hands or comes to rest at your feet.

Rune of the Lord’s Palanquin
Aura: strong conjuration
CL: 15th
Slot: rune
Price: 135,000 gp
Weight: –

Description

Once per day, the bearer of this rune can summon a floating,
semi-real palanquin. This conveyance has all the special abilities
of a phantom steed and can hold the bearer and up to 150 additional
pounds of weight. Other creatures can ride the palanquin as long as
the total weight is less than 150 pounds. The palanquin can be
dismissed at any time as a free action, but cannot be summoned again
until the next day. The look of the palanquin is decided when the
rune is inscribed, though it usually takes the form of a regal,
comfortable-looking litter that moves without the need for bearers.

Construction Requirements

Inscribe Rune, phantom steed
Cost: 67,500 gp

Wrath (Alaznist):
—————–

Sign Of Wrath – cleric 6, sorcerer/wizard 6
descriptor: force
school: evocation
components: V, S, F (a gem worth 1,000 gp inscribed with the
Thassilonian symbol of wrath)
casting time: 1 standard action
range: personal
effect: 25-ft.-radius burst centered on you
duration: instantaneous
save: reflex/half
spell resistance: yes

A giant, glowing symbol of wrath appears below you, forcibly repulsing
all nearby creatures.

All creatures within the area of effect take 1d6 points of force damage
per caster level (maximum 15d6) and are subjected to a bull rush that
attempts to push them directly away from you. The blast’s bull rush
effect has a CMB bonus equal to your caster level + your Intelligence,
Wisdom, or Charisma modifier (whichever is highest). You are unaffected
by both the spell’s damage and its bull rush effect, and may select up
to one creature per 4 caster levels to also be ignored by the spells
effects.

Rune of Razing
Aura: strong evocation
CL: 13th
Slot: rune
Price: 91,000 gp
Weight: –

Description

This rune grants the bearer the ability to ignore hardness and damage
reduction for 5 rounds per day. Its activation is a free action, and
the rounds need not be used consecutively.

Construction Requirements

Inscribe Rune, mage’s sword
Cost: 45,500 gp

Included in the books was a manual on how to craft these runes, which I immediately began to study. We all thought the effects of the various runes to be quite useful, and I will take the time and effort to learn how to properly create them.

Inscribe Rune [Item Creation]

You can tattoo arcane runes upon your flesh or the flesh of others.

Prerequisite: Caster level 3rd

Benefit: You can create runes. Inscribing a rune takes one day for each 1,000 gp in its base price. To inscribe a rune, you must use up raw materials costing half of its base price.

The general description of these runes is intriguing, and I have copied it here for later study:

Sin runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Sin rune can make use of its abilities even if not a spellcaster or if its powers are from a school ordinarily prohibited to the bearer.

A Sin rune is considered a magic item but does not take up a body slot in the usual sense. Instead, an individual is limited to possessing one rune, regardless of the creature’s or the rune’s actual size. The potent magics essential to these runes’ function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed short of a miracle, wish, or a mage’s disjunction cast directly on it (this use of the spell does not have the normal area of effect and can affect only one rune at a time). Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.

A Sin rune’s ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some runes have unusual activations, as mentioned in the rune’s specific description.

For me the Rune of Contingency (there is Karzoug again!) and Rune of the Inscrutable One seem most appealing, but the costs for the creation of these runes is quite high. That plus the fact that you can only have one on your body means each of us shall have to consider carefully which one we want.

== Starday, Arodus 2, 4708; Runeforge; morning ==

We had a restful evening, although many of us remained up late reading through the tomes we had recently acquired.

Returning to the central Runeforge chamber we gazed thoughtfully at the pool. We realized that we already possessed the required components for enchanting weapons in the forge, but were still uncertain about the ceremony itself.

Perhaps we need to scan through the books and scrolls we’ve found down here to find the answer — I bet we already have the information for it.

But we were also anxious to search the final wing of Runeforge — Alaznist and Karzoug were bitter enemies, and it might be we can find allies among her followers. Also it did not seem prudent to leave an entire area unexplored while we were distracted with the forge.

We also need to find a way out of this place. Vraxeris had indicated that leaving Runeforge was not as simple as casting a teleport spell, and as of yet we have not found any clues for our own escape.

Avia and Nolin were the first to reach the end of the long corridor, and they waited for the rest of us to arrive. With no fan-fair the corridor ended at the entrance of a massive hall: twenty fathoms wide by twenty five fathoms long, and ten fathoms high!

The ceiling was glowing from a Continual Light spell, but the entire room was empty — except at the very far end. There a dais raised some thirty feet above the floor which extended into the room twenty feet. A giant iron statues of a female archer stood poised at the edge of the platform, staring impassively at us from afar.

Behind the statue, painted in vibrant colors across the far wall was an immense mural of beautiful, armor clad, crimson haired woman wielding a ranseur and riding a dragon. My companions had seen her image before, and Sedgewick softly hissed, “Alaznist!”

As we entered the hall a thunderous metallic clash gonged three times, and the statue swung its bow in our direction and fired bolts of fire, striking Avia and I.

Sabin quickly reacted and transported himself, Nolin, Avia and I behind the statue, where upon Avia slashed at it.

Trask (or so I assumed) created the image of a white dragon, but the statue ignored it, and instead flew forward, leaving a noxious cloud of gas behind, which engulfed us.

Nolin and Sabin took to the air, and I cast Air Walk on Avia so she too could pursue the statue as it fired another set of energy bolts back at those of us on the platform.

The fighters managed to catch up to it several times as it flew about the hall, and finally beat it into an inert mass of metal.

A long broad hallway lead further in to another large chamber. Two circles were set in the center of the floor, each glowing with an aura of conjuration and each with a giant rune of wrath carved in the very center.

The nearest circle is red and the other blue.

We have healed ourselves from the encounter with the statue and are about to step as a group into the red ring.
== Starday, Arodus 2, 4708; Runeforge; morning ==

Nothing happened when we stepped into the red. We are now trying blue.
== Starday, Arodus 2, 4708; Runeforge; morning ==

We have been teleported into a smaller room with two circles (red and blue), and a short, wide hall leading to another chamber from which I can hear movement.

Only four of us teleported in at first, but the others quickly followed. We must remember that the circle will only take four of us at a time.

A voice has called out from a room beyond, and I see Trask preparing a spell.

No time to—

Kazaven_crypt rf_wrath

Character: Trask

The Journal of Trask Feltherup

Fireday, 1 Arodus (still)

Kazaven had teleported or dimension doored out, which left our fighters behind a wall of force, and the rest of us to face two devourers.

Takkad, aware he was still protected from evil, took a moment to stone shape a passage around the wall of force, allowing Nolin and Avia to attack one of the devourers and kill it. I pulled Sedgewick out of harm’s way on the theory that I could take a bigger hit than he right now, plus I had spell resistance up, and naturally he started to sing.

Sabin used locate creature to try to find Kazaven, but it strangely told him he was all around him. Was he invisible? Had he become ethereal?

Nolin and Avia continued to battle the remaining devourer, with Nolin taking most of the beating at its … hands. To help them out, I actually approached it from the rear, flanking it and drawing its attention. As expected, it paid much more attention to the armored party members in front of it than the unarmored human at its rear, but the distraction nevertheless helped seal its fate. Takkad channeled healing to all (most importantly Nolin) before Avia finally put it down.

But where was Kazaven?

With that, Sabin found a trapdoor in the floor, and Rigel rushed over to check it for traps. Of course. He was all around us .. he was underneath us, and judging from the locate spell, he was probably directly under us. No sooner had Rigel pronounced it safe than Takkad warped it with stone shape to open it and Avia, Nolin, Sabin and Takkad all jumped down.

For her trouble, the big K sent her an ominous black ray, which she kind of dodged but that still left her looking a bit wan.

I immediately jumped down too, using my acrobatics to land on my feet.

Sabin got a wicked grin on his face, looked left and right at Nolin and Takkad, and dimension doored them all next to their lich buddy. Nolin immediately took several swings at him, and if he could have still bled, there would have been blood everywhere. Takkad tried a greater dispel (which apparently did nothing) while Avia and Sabin did their usual damage.

Then the room was briefly aglow, and we all felt weaker while Kazaven cackled about how he felt invigorated. The room – the sarcophagi – was a trap, it seemed, and our life forces would be used to replenish his.

But Sabin threw a touch of idiocy on the lich, greatly diminishing his options. And with nearly all of us down there now, we hammered him – even Rigel, with an invisible sneak attack. I tried lightning … and found that it has no effect on a lich. Shrug. It was technically Avia who landed the killing blow, but it was truly a team effort.

Takkad talked about needing to find the phylactery, and I remembered what we learned at the Foxglove estate – a lich had to put part of himself away to become a lich in the first place. As luck would have it, the sarcophagus closest to where he died was that object, so our fighters quickly destroyed it to remove any chance of Kazaven returning.

Searching his remains, we found some impressive goodies.

[1194] a Staff of Hungry Shadows [39] The charges in this staff could be used to invoke the following spells: 1 charge – enfeeblement, darkness, or vampiric touch; 2 charges – enervation or summon shadows, and 3 charges – call devourers.
[1195] bracers of armor +5 (mine!)
[1196] headband of intellect +4
[1197] ring of protection +2
[1198] statue of himself, which we believe to be an artifact of a contingency spell

and a robe, non-magical.

And as we marvelled over this, the room lit again and we all felt weaker. The trap was still draining us. We tried dispel even as our cleric healed us. Didn’t think we’d changed anything. Finally, Rigel treated it as the trap it was and discovered how to disarm it.

The other two sarchophagi held valuable stuff. One held

[1199] various spellbooks

and the other … oh how Rigel’s eyes lit up! The other held

~14,000 gp worth of coins, gems, jewels, and other small items, plus
[1200] smoking bottle (creates clouds of smoke when unstoppered)
[1201] scarab of golem bane – detect a golem within 60′, and remove DR should one attack it
[1202] spellbook of very nice black leather — Kazaven’s
[1203] collection of instruments, originally valuable jewelry, probably worth about 1500 sp

Sedgewick inspected the spellbooks and reported there was a spell and rune listed for each of the seven sins, which Takkad, I noticed, was summarizing in his notebook. All I remember is the runes needed to be engraved in the skin, which made them somewhat unattractive to me.

At last, we felt safe enough to rest.

Starday, Arodus 2

Today we would take on Wrath.

We entered the corridor, and as expected it was easier for some than others. It took me, for example, a while longer to reach the door at the end of the corridor. It was untrapped and unlocked and led to a huge hall. While we’d been in a Great Hall before, this put it to shame. It had to be 150 feet long and over 100 feet wide, with a huge 60′ ceiling. On a far wall there was a mural of a red-haired lady riding a dragon. At the far end of the room was a tall pedestal (probably 30′ tall) upon which stood an iron archer probably 12 feet tall.

It didn’t take a genius to predict that either the mural or the archer would come to life. It was best, I guess, that it was the archer that decided to attack us.

We had all entered the room, spread out a bit to reduce the effectiveness of area effect spells, and the statue decided to attack Nolin, Avia, and Takkad, the last two of which easily determined her decision by being struck by bolts of fire.

Sabin, with a quick sign to the others, paused to let them gather near him before dimension dooring directly to the statue. Since he got over there before I could do anything, he effectively took fireball off the menu. Besides, heat might not do anything interesting to the metal figure. So instead, I created a major image of the white dragon we’d defeated. Perhaps it would fear cold. Thinking similarly, Sedgewick created a silent image of a troll.

The statue moved, however, and then shot lightning at our party standing around her. Sabin and Avia both took damage before the statue moved sharply OFF the pedestal, and left behind a cloud of noxious gas.

It was flying now.

Sabin gave fly to Nolin, and Takkad gave airwalk to Avia. I tried to dispel magic on the iron maiden but near as I can tell it had no effect. The statue, however, again attacked, this time with bolts of ice. Sabin and I both gained flight and moved toward the statue.

In melee, the statue proved formidable, getting some heavy blows on both Nolin and Avia. But with our fighters able to match its movement, it did eventually take enough blows that it crashed to the marble floor below and lay motionless.

Beyond the pedestal, a hallway led to another room which contained only two circles – one formed of a red line, and the other of blue. The rune of Wrath was in each circle.

I cast mirror image on myself as we started to experiment. We learned that blue exits a room, and red is the arrival area, and that about four humans could transport at once. In short order, we were all in another room … and facing many many (maybe a couple dozen) figures that did not view us with favor.

I got off a fireball — but this was clearly going to be a multiple fireball day…

Character: Trask

The Journal of Trask Feltherup

Fireday, 1 Arodus

As I predicted, after a brief respite, we decided to look for goodies. The mummies themselves had some magical (+1) chainmail [1185], which is useless to me. They also apparently had on their person (!) 8 gem-encrusted torques [1186] worth about 600 gp each, but otherwise unmagical.

The walls here are covered with skulls, which themselves still have bits of flesh hanging from them. Upon inspection, Rigel announced there was a secret level associated with each and every one of them.

Everyone stepped to the back of the room (well, in a circular room I suppose “towards the door” is more accurate) as Rigel opened one. There were no explosions, no sharp spikes, no lightning bolts .. no visible effect at all. There was an area behind the skull that held funeral linens, and a sickly sweet smell, but nothing else of value. As we pondered this, Rigel happily announced “Another!” She and Takkad opened all that we could find, certain that the mummies had been guarding something of value, but apparently they’d only been guarding “the room”.

The only exit from this room (other than the door through which we’d entered) was a staircase off to the northeast. It eventually wound up at an iron door, which was unlocked. We entered.

This circular room had six statues in front of six alcoves (a seventh alcove held the door through which we’d entered).

One statue held some grapes.

One held some bread.

One held some cheese.

One held some meat.

One held some candies.

And one simply stood there with his arms crossed. But he looked to have really sharp teeth.

Sedgwick said these represented the key families in the realm of Gluttony. I asked about the last one, and he just grimly said, “Cannibalism.”

Well gosh, cannibalism seems like a problem and a solution all in itself. Eventually, you run out of food, right? Gives finger food a whole new meaning. Still, I’d rather not meet the rep from the cannibal family.

We went to the first, with the grapes: Inibs. We opened the door and entered the corridor, which shortly led to another room. Rigel’s eyes got very big, as here there was a golden sarcophagus. But first, there was a loud noise from the west, and a reddish looking womanish looking armored looking figure approached menacingly. She appeared to have a clay body with iron plating and some runes all over.

Well crap. Fire won’t help here. So I hasted everyone. Sedgwick inspired us and Takkad prayed for us. Sabin and Nolin got some blows in, but swords probably weren’t our best choice against a foe made of clay. Next I tried magic missile, but they just bounced off. Magic resistance. Great.

But then Avia cranked up the religion and suddenly she was laying some heavy smiting on Ms Golem. In an incredible burst of speed, the golem smacked Nolin, Avia, and Rigel (who’d crept in for a possible sneak attack) but Nolin responded by taking three swings and connecting three times — the last one making it drop. Takkad healed the wounded and all was right with the world. Rigel rushed to the golden sarcophagus.

The lid came off with Avia, Nolin, and Sabin carefully lifting it. Avia had detected no evil inside, and in fact, there was nothing at all inside. Rigel disappointedly remarked that the gold was gold plating. However, there were 2 star sapphire eyes and 12 amethyst grapes adorning the lid, which offered some consolation, at least.

There was plenty of storage for wine (finally!) in this room, but it was ancient, and thus not wine anymore.

Nearby another small room held valueless and disappointing empty bottles.

Another room held bodies and putricity.

Another room was simply empty.

Yet another room was – you know, I suppose I should be in awe of these relics of an ancient civilization but even though I’ve made a point of picking up the language, and even though we are seeing things that have gone unseen for hundreds and thousands of years, I’m bored. I’d rather be using my magic. I have learned SO much and gotten SO much better at this!

I wonder if I’ve yet surpassed my father. How does one measure such things? Is it by money earned? Creatures killed? Spells known? Friends made? Influence gained?

Certainly nobody my age is this adept, right? I mean, I don’t remember seeing anybody down at the market flicking lightning bolts off their fingers.

With a start, I realized I’d stopped to think in the great hall, but the rest of the group had moved on. I got a hurried look at some murals – I suppose that’s what turns a hall from ordinary into great — before rushing to catch up.

At the other end of the hall, we found a necromantic lab. Nothing showed with detect magic, but clearly there were components here for necromantic spells. Maybe those corpses in the other room were also “components.” There was a book about creating undead [1190] there.

While in the lab, Avia sensed some evil, and before we could do much else, two shadows became apparent and immediately attacked Takkad, who looked shakened and weaker. Then I think I heard him mutter under his breath “so that’s how it’s going to be, huh?” and conjured up a flame strike which illuminated both of the shadows as if the sun had reached out and caressed them. Kane channeled a whole lot of positive energy at the shadows and Avia stopped in midstep. The shadows were gone. Between them, Kane and Takkad took out the two shadows before anybody else could do anything – a somber reminder that religion kills! 🙂

Another lab next door seemed far less sinister and more alchemical in nature ([1189] alchemical supplies).

We returned to the great hall to inspect more room connected there. One reeked of decaying flesh and prepared to fight zombies or ghasts … but no, it really was just dead bodies. Maybe a few weeks old, which was a little alarming because it meant there were still people alive here AND there was still something killing them.

Another room proved largely empty and thoroughly disinteresting.

A door to the north was locked, but Kane broke the lock .. and inside we found another sarcophagus.

Oh, and another eight mummies. Now we know from recent experience that this simply screams for a fireball, so with nothing more than a gesture and a nod from the group, I obliged. Six of the eight took serious damage; one was killed outright and one was outside the blast range. Takkad channeled energy, and Kane channeled energy, and more dropped, leaving only the one who’d been largely unaffected by most of the spells. Avia willingly stepped forward and finished that one off. I got to use my cantrip “disrupt dead” to some small effect.

This left us free to inspect the sarcophagus they’d been guarding. This, now, must be something valuable to have these creatures guarding it.

Nope. Oh I’m sure it has value as an artifact, but it’s not solid gold or anything. Sigh.

We went to another room near the pile-of-bodies room and discovered a long narrow room with what appeared to be a spectre hovering in it. Well that’s a no brainer! Fireball!

And apparently it took affront at that, because it immediately teleported next to me and …struck me or something. The pain was brief but intense, and I felt weaker. Nolin stepped up and finished it off on my behalf. Thanks, big N. Takkad did some special healing – he called it a restoration – and I immediately felt better. I don’t think I’ve ever been on the receiving end of that kind of magic before.

There was a room to the south, and from the debris and damage it appeared to be the scene of a battle. But there were no creatures there, and nothing of value left.

Wandering through these connected rooms, I began to wonder at the design. It was almost as if they were built at random, simply because there was room yet. Some were connected to others in weird ways. They clearly interconnected the doors that represented each family; no family area was separate from another. Perhaps this is the result you get from a gluttonous architect.

We returned to the statue room, and checked out the “meat” door. It led to some places we’d already been, and proved uninteresting. We returned, and this time chose the “candy” door. Before we could go through, though, we heard the sound of a door closing behind us (the “grapes” door) and a creature stood before us. “Master, I found them!” he claimed, to nobody we could detect. But it made us very nervous.

Takkad tried talking to him in a brusque manner, but he seemed more interested in eating us. He was a zombie, it seems, and he kept up his running commentary to “Master”. Avia grew tired of his talk and was the first to smack him. I hit him with not one, not two, but three scorching rays, which judging from his sounds he did not like. Nolin and Takkad each got some blows in before he succumbed, and he only succeeded in injuring Avia.

He’d been carrying a +2 humanbane dagger [1191], 8 masterwork daggers [1192], and a +3 chain shirt [1193]. The distraction having been dealt with, we returned to the candy door, but perhaps a bit more alert and aware, looking for “Master”. We found a few more rooms, but none of them held anything interesting.

We returned to the statue room and considered. We knew from our travels that this area had a lot of secret doors; we’d found some of them from the non-secret side so we knew we’d missed some. We felt we should go back and search the rooms more carefully, because we believed there was still more here.

We did indeed find a few more secret doors, but none of them led anywhere interesting … until we finally found one off of one of the sarcophagus rooms. This led to another necromantic lab, complete with disembodied organs and a human body, partly dissected.

Avia announced there were three evil presences in the next room, one more powerful than the other two. We looked at each other and buffed up. I added Mage Armor and also gave it to Nolin, Avia, and Sabin (it adds protection against incorporeal creatures.) I gave myself Spell Resistance and mirror image. I cast Greater Invisibility upon Rigel, and hasted everyone. I believe other magic was employed by our other magic users, but I didn’t take note of it. Then before the magic such as haste could wear off …

We went in.

I led with a fireball, and Sabin then dimension doored the usual suspects next to what appeared to be the most dangerous being in the room — and that’s saying something when one considers the other two beings were demons. It too was prepared, it would seem, as Avia quickly took out three of it’s mirror images. One demon moved to attack Takkad, but found himself pushed back. Another came after me … but nothing happened that I could tell. A finger of death was pointed at Sabin, but it damaged him without killing him. Sedgwick started singing. Takkad tried to dismiss one of the demons, but was not successful. Nolin took out two more images – the haste was proving useful – before actually connecting and doing some damage. Kane tried a dismissal, with equal results. I gave my chain lightning a try, but discovered that, no surprise, these creatures had spell resistance and I’d failed to crack it. Sabin finally connected and dealt some heavy blows, while Avia took out the last of its images. One demon struck Sedgwick, and he cried out in pain. The other shot a ray of enfeeblement at Takkad, but Takkad dodged.

Then K dimension doored out, leaving us the demons to deal with.