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Showing posts from December, 2020

Seeking Runeforge, Part II (Monday-Tuesday, Abadius (I) 27th-Calistril (II) 4th, 4708 AR)

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More information about Runeforge was divined via spells like commune - and by researching the topic at the Thassilonian library under Jorgenfist. The one bit of information missing from this was Runeforge's location. This was one of the most closely guarded secrets of the Thassilonian Empire, and it was why the Scribbler's rhyme was so important. Divination spells could not reveal Runeforge's location. Once the heroes had uncovered the Scribbler's masterpiece, these same divination spells were incredibly helpful in deciphering its riddle, organizing its stanzas into the proper order, and verifying theories and interpretations of the poem. The heroes travelled to Rimeskull using greater teleport to reach the shores of Lake Stormunder. They approached the Sihedron Circle. The Sihedron Circle From the rocky eastern shoreline of Lake Stormunder, the ground rose into the craggy snow-dappled roots of Rimeskull, casting its long shadow over the area. Yet not all of the ground

Revelation Quill

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Aura strong divination Slot none; Weight 3 lbs. The first revelation quills were created by the followers of the Peacock Spirit. Since the fall of Thassilon, the method for creating them has been lost. The few revelation quills that remain today continue to function, drawing their revelations, it is said, from the Peacock Spirit itself. The quill is fashioned form a peacock's tail feather. Its nib is made of bone, and when held in one's hand, the quill seems strangely heavy. If placed in an empty vial or other glass container of similar size and left there for an hour, a revelation quill fills that container with ink. The ink created is of a random color 50% of the time, otherwise the ink is black. While a revelation quill can certainly function as a standard writing implement, its true strength lies in its ability to answer questions. Once per day, if the user concentrates on a specific future goal, event, or activity occurring within the coming week, the revelation quill take

Seeking Runeforge, Part I (Saturday-Sunday, Abadius (I) 25th-26th, 4708 AR)

The heroes regrouped and continued their exploration of the shrine. Antechamber. A pair of stone doors, their faces carved with an immense image of a three-eyed jackal's head, stood to the south. Birthing Pool. A low stone rim surrounded a shallow pool of water that seemed to glow with a soft radiance. The walls around the room were carved with large runes, and the ceiling rose to a dome above. The pool of water in the middle of the room looked pure. Meditation Cell. Small dunes of rubble and dust lay on the floor of this room, disturbed as if by the passage of pacing feet. The walls and ceiling were densely crowded with scribblings and markings. An image of a three-eyed jackal glared from the wall to the east. As in the antechamber, the walls bore prayers to Lamashtu. In the center of the eastern wall, just under the image of the symbol of Lamashtu, was the second stanza of the Scribbler's rhyme. Collapsed Meditation Cell. This room had partially collapsed. Cracks radiated alo

The Scribbler's Rhyme, Part III (Friday, Abadius (I) 24th, 4708 AR)

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The heroes continued their exploration of Lamashtu's shrine. The Scribbler's Kennel. Three once separate chambers had become one, joined by collapsed walls and the erosion of ages. Bloodstained fragments of chain shirts, shields, swords, and clothing lay about this room haphazardly. The walls were decorated with countless scribblings written sloppily in blood. Another stanza of the Scribbler's Rhyme was inscribed on the northern wall of the southernmost chamber. The fragments of armor and weapons were all that remained of the Sandpoint guards. A pack of six powerful yeth hounds known as hounds of Lamashtu dwelt in these caves. Unlike the more common yeth hound, a hound of Lamashtu was black and had a poisonous stinger at the end of its ratlike tail. The baying and howling of this pack could be heard throughout the complex, and when they heard or saw intruders they attacked. The hounds of Lamashtu surrounded and attacked Tsela. They then eagerly attacked Shalelu. The hounds

Fanged Falchion

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Aura moderate transmutation [evil]; CL 11th Slot none; Price 22,375 gp; Weight 8 lbs. The blade of this brutal-looking falchion is serrated, forming the fangs of the stylized etching of a jackal's profile on the shimmering metal. Such weapons are fashioned in honor of Lamashtu and are favored by her most powerful cultists as weapons not only for battle, but also for sacrifice. A fanged falchion is a +1 unholy falchion and wounds caused by the weapon's serrated edge are horrifically ragged and bleed profusely. Whenever a fanged falchion 's wielder scores a successful critical hit with it, the sword's blade animates and "chews" at its victim. In addition to doing damage for the critical hit, this horrific chewing deals 2 points of Constitution damage and stuns the victim for 1 round (Fort DC 15 negates). Creatures immune to critical hits are immune to this Constitution damage and the stun effect. Construction Craft Magic Arms and Armor, harm, unholy blight, crea

Divine Guardians

A divine guardian is a creature chosen by the gods to guard a certain sacred site of the faith. Blessed with eternal life (or damned, some might say), a divine guardian spends untold centuries in the service of its deity, tirelessly and deathlessly defending its charge from any who would seek to desecrate it. A divine guardian may have an aura as if it were an aligned outsider. A divine guardian does not age or breathe. It does not require food, drink, or sleep. Typically such a creature is transformed into a form more regal than its mortal one, setting it apart from a typical member of its race or species. A divine guardian is spiritually connected to the one site that it must guard for eternity. As long as a divine guardian remains within that site, it does not hunger, thirst, get sick, or even age. Within the bounds of its sacred site, a divine guardian possesses numerous defensive powers to ward it from intruders, but it can never leave the area or the long years of its servi

The Scribbler's Rhyme, Part II (Friday, Abadius (I) 24th, 4708 AR)

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The Scribbler started combat by casting summon monster VI to summon 2 babaus. While these summoned monsters engaged his foes, he cast righteous might and quickened divine favor . He then entered combat, casting a quickened spiritual weapon to attack Tsela. The Scribbler was joined by a glabrezu demon who reversed gravity in the antechamber and stranded those who couldn't fly. The heroes banished the demons and killed the Scribbler. The heroes then continued their exploration of the shrine. There was no illumination in the shrine itself (with the exception of the Shrine of Monsters and Madness). The entire dungeon was warded by a strong abjuration aura. Every time someone came to an intersection, there was a chance he took the route opposite form the one intended. Shrine of Monsters and Madness. Although portions of this cathedral had collapsed, leaving mounds of rubble on the floor and crumbling walls, the chamber retained its sense of menacing awe. Four black stone pillars support

The Scribbler's Rhyme, Part I (Tuesday-Friday, Abadius (I) 21st-24th, 4708 AR)

Considering all that has happened - the bloodshed, the lives lost, and the miles upon miles of Varisian soil journeyed across to stop the machinations and minions of an ancient tyrant - it seemed ironic that the key to defeating Runelord Karzoug had lain dormant below Sandpoint the whole time. Yet in the ruined temple of Lamashtu once hidden below Sandpoint lay a maniacal mind who knew the route to the Runeforge. Sandpoint had been through a lot, including a goblin raid, slaughter at the local Glassworks, several grisly murders, and most recently a full-blown assault by giants and a dragon. It was certainly a testament to the townsfolk's resilience that they had carried on as hardily as they had. Of course, they had protectors at hand to help them through these times of peril, and when trouble stirred anew in the region, it was to these protectors the good folk of Sandpoint turned. This new development was something altogether more subtle and disturbing than invasions by goblins or