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Glass and Wrath, Part 6 (Sunday-Monday, Lamashan 7-8, 4707 AR)

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The heroes continued the exploration of the catacombs. Ancient Prison.  This large chamber was obviously once a prison, as testified by the twenty cells that lined the room's perimeter. A rickety wooden platform overlooked the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway ran from the northern end of the platform to a passageway to the east. Skeletons lay in most of the cells. The bones in the cells were quite dry and brittle. Although the walkway above the room looked rickety, it was actually quite stable. Two sinspawn waited here. They had hidden themselves in the rafters just under the platform, waiting to reach up and attack anyone who came close to the edge. The heroes killed the sinspawn. Interrogation Chamber.  This room contained several ancient relics of what appeared to be torture implements, although their function and style seemed strange and archaic. In one corner sat a spherical ca...

Runewell, Minor

Runelord Alaznist, inspired by and jealous of Karzoug's success with the runewell of greed , experimented with variant runewells of her own design. Many of these minor runewells of wrath existed in her domain - with the only one found on mainland Avistan hidden in the Catacombs of Wrath under Sandpoint. Every time a creature with a wrathful soul dies within a mile of a minor runewell , it gains 1 wrath point. There's no limit to the number of wrath points the minor runewell can store. Each time the well's waters are drawn upon (as detailed below), a number of wrath points are expended. If enough points are expended to put its total at 0 or negative wrath points, the minor runewell deactivates, its waters fading away. Reactivating the minor runewell requires long-lost rituals - or the reactivation of a major runewell somewhere else in the world. Such an event restores a minor runewell of wrath to a starting level of 3 wrath points. A minor runewell is only 3 feet de...

Glass and Wrath, Part 5 (Sunday, Lamashan 7, 4707 AR)

This time around the heroes were better prepared to face the quasit. After they seriously injured her, she became invisible and fled. The heroes used the minor runewell  to create and kill enough sinspawn, thus removing the menace the minor runewell posed to the Sandpoint region.

Glass and Wrath, Part 4 (Sunday, Rova 30th-Sunday, Lamashan 7th, 4707)

The heroes retreated from their fight with the quasit, in order to equip themselves appropriately. They visited the Sandpoint Market and Savah's Armory for supplies. The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, Savah Bevaniky, the building escaped significant damage. Savah greeted the heroes with an instantaneous offer of 20% off anything in stock. Savah's shop sells all manner of weapons and armor, including several masterwork items and exotic weapons like a spiked chain, a dozen masterwork shuriken, and a +1 repeating crossbow with a darkwood and ivory stock that bears the name "Vansaya". She's not sure what the name means - she bought the weapon from an adventurer on the way to Riddleport a year ago, and its high price and complexity have ensured its semi-permanent stay in her shop. After the heroes rescued her, Ameiko rewarded them with free room and board at the Rusty Dragon for the rest ...

Glass and Wrath, Part 3 (Sunday, Rova 30th, 4707 AR)

Although tough to hit and capable of healing from wounds quickly, the quasit used flight to maintain ranged superiority over her foes, using spells like summon monster or hold person  (aimed at Thurden) in the first few rounds of combat. She then proceeded to pelt the heroes with spells, causing them to start retreating. The heroes killed the wrathspawn though.

Demons

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Demons are a species of chaotic evil outsiders. An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when the attain a higher (or lower) state of spiritual existence. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature - its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native to the Mat...

Sinspawn

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Sinspawn are aberrations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations have darkvision. Aberrations breathe, eat, and sleep. Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin. Sinspawn can scent creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. Sinspawn are immune to mind-affecting effects. A creature bitten by a sinspawn may be overwhelmed by sinful thoughts. These emotions are so powerful that the target becomes sickened. An affected target that is bitten a second time may become staggered. Calm emotions, remove curse, or break enchantment breaks the ef...