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The Halls of Wrath, Part IV (Monday, Calistril (II) 10th, 4708 AR)

Bruthien felt more welcome and inspired in the Halls of Wrath after their last battle. The heroes continued their exploration. Fleshwarping Lab. This long chamber was filled with two rows of wide worktables. The far end of the chamber contained three wide alcoves. The ones to the north and south were each filled with all matter of alchemical supplies and large barrels, while the one in the middle contained a single huge vat of what appeared to be twitching, foul-smelling flesh. The vat of bubbling flesh in the central alcove smelled foul. This room was occupied by nine warriors of wrath, all toiling. They took to interruptions with welcome and sadistic glee. They fought to the death to protect this laboratory. Hall of Testing. The Sihedron Rune in the middle of the room was in fact an immense portal - this was the "master circle" that Vraxeris wrote about in his journal. When Bruthien used a teleportation effect while standing within the circle, the teleportation energy was i

The Halls of Wrath, Part III (Monday, Calistril (II) 10th, 4708 AR)

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The heroes continued their exploration of the barracks and training hall. Each of the 20-foot-square side rooms contained bunks. Chamber of Readiness. The polished granite walls of this large chamber were covered in spidery glyphs. The ceiling rose twenty-five feet high, where a mural depicted a red-headed woman holding a flaming ranseur standing atop a burning tower of stone. Swords and ranseurs rested inside shallow depressions in the walls, glowing faintly to illuminate the chamber. The east side of the room was a solid wall of billowing black smoke. The heroes used read magic to determine that the glyphs on the walls represented various forms of evocation magic, particularly those involving fire or the creation of magic weapons. The wall of smoke separating this room from the Hall of Testing was a very decorative illusion. Hall of Testing. A wide avenue flanked by crimson stone pillars ran down the center of this chamber - the ceiling arched sixty feet above and seemed to be made o

The Halls of Wrath, Part II (Monday, Calistril (II) 10th, 4708 AR)

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Teleportation Circles: Up to four Medium creatures could enter a teleportation circle at once. Those who did were immediately teleported to the destination keyed to it: a circle with the rune of wrath engraved in the ground within it. Teleport Room. The eastern circle was the arrival point from the barracks and training hall, while the western one was the departure circle to the barracks and training hall. Barracks and Training Hall. This long chamber was filled with practice dummies dressed in battered and scorched suits of armor and a few contraptions bearing sharp implements. Several doors and two open corridors exited the chamber along each side wall. An opening in the opposite wall led to what appeared to be a meeting hall. Several flames on the walls provided light for this chamber. Six warriors of wrath and six sinspawn were here to stand against the heroes. The warriors of wrath allowed the sinspawn to initially engage the heroes, giving themselves time to cast bull's stren

The Halls of Wrath, Part I (Sunday-Monday, Calistril (II) 9th-10th, 4708 AR)

Fen made a deal with Avaxial to help them survive the battle against Arkrhyst, the shining child and the succubus. In return Avaxial was now free to meddle in Golarion. Avaxial transported them to Vraxeris' library. Since they were near, the heroes took fragments of the wall mirrors from the Peacock's shrine (they could function  runeforged weapon components). They also one single, intact book amid the destruction in the library - a tome of leadership and influence +2 . Next the heroes decided to try finding the way out of Runeforge, which according to their divinations was in the Halls of Wrath. Iron Guardian. A wide corridor of polished marble opened into a brightly lit and extremely tall chamber. The upper portion of the far wall was entirely covered in a mural of an armored woman with crimson hair holding a burning ranseur and riding on the back of a massive red dragon. A square outcropping of smooth marble jutted out of the far wall, rising form the floor to a height of th

The Iron Cages of Lust, Part III (Saturday-Sunday, Calistril (II) 8th-9th, 4708 AR)

The heroes spent another day recuperating before they decided to go looking for material components to raise Bruthien. Fen and Thurden felt unwanted and oppressed in the Iron Cages of Lust. The heroes spent this time to finish reading Vraxeris' journal. Of more immediate interest to the heroes were the journal's notes on more recent events: "The Runeforge pool awoke! I first took it as a sign that Runelord Xanderghul had risen. When I arrived at the pool to investigate, it seemed that the others had come to the same conclusion. The foolish Wardens of Envy thought to disrupt the recrudescence, and with the aid of Azaven, Ordikan, Athroxis, and that lovely creature Delvahine, we were able to defeat them utterly. Their Abjurant Halls lie in ruins. Our treaty was short-lived, though. Azaven absconded with the bodies and that treacherous wench Athroxis nearly burned me to death before I made it back here." "I was mistaken. Runelord Xanderghul still slumbers. It is tha

Sadist's Lash

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Aura strong abjuration and conjuration; CL 11th Slot none; Price 22,301 gp;  Weight 1 lb. A sadist's lash is a long whip of thin strips of leather. Created originally by a special sect of wizards who served under Runelord Sorshen, sadist's lashes swiftly became quite popular throughout Thassilon. The lash acts as a +1 wounding whip , and also aids enchantment spells in two ways. First, it can deliver enchantment spells with a range of touch as if the wielder had touched the creature struck. Additionally, any creature that takes damage from a sadist's lash  takes a -5 penalty on Will saves against enchantment effects created by the wielder of the lash for 1 minute unless it succeeds at a DC 15 Will save. Construction Craft Magic Arms and Armor, dominate person ; Cost 11,301 gp