Category Archives: RotR Journal Entries

Journal entries for the Rise of the Runelords campaign

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…