CLOSED Pathfinder: Rise of the Runelords, Burnt Offerings

"I have a feeling that Ameiko's father didn't build this," says Kael as he looks about in awe.

OOC

Now worries, hewligan, you just get fo feeling better, okay?
 

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The Bickering

Jokad moves first to the metal door set in the northern wall. Listening at the door reveals the sound of crude bickering, hissing, and scuffling. It does not sound human, and the noise is distant. Perhaps more Sinspawn, or other creatures, are having an argument within the room beyond.

The stairs lead upwards in stages. There appears to be at least three, possibly more small sets of stairs (5 steps a piece) leading into the darkness above, with a short (5-10 foot) walkway between each flight. They lead straight forward though, never turning left or right.

Jokad moves slowly up the stairs, letting the rest of the party keep up with him. At the top of the stairs is a small round room (15 foot across). Water ripples quietly in a circular stone pool lined with skulls here. Smears of what looks like blood mar the pool's rim in places. At the far end of the room is another passageway leading onto what appears to be another flight of stairs.

As Jokad moves to enter the room a hideous creature flies out from the shadowy depths of the roof above and lunges towards him. The creature, a horrid head with wings and tentacles, appears to be trying to stop you all from entering the room.

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OOC: There may be a surprise round. I need a spot check from Jokad please. Roll spot against a hide of 16 . If you succeed on the spot, the monster rolled an initiative of 20, and I will need actions please! If you fail the spot check ... well, it gets a free attack of course.
 
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The Surprise Round

The other worldly aberration swoops down from the ceiling, taking you by surprise. It opens its distended mouth and let out a terrible shriek. You all hear the horrendous shriek. It fills you with terrible fear. Those that can also see the creature feel their courage weaken.

OOC: Danth, Jovik, Jokad - you are all unfortunate enough to catch a clear view of the monster as it swoops down, and thus need to succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks you, goes out of range (60'), or leaves your sight. Everyone else is too far back with their views restricted by those before them (and the low ceilings in the corridor) to see the creature, and are thus unaffected.

OOC: Those affected please roll to save. If you fail, please roll 2D4 to see how long the effect lasts. Those unaffected, or who succeed at their rolls, please all roll initiative for round 1, and select your actions. Please note the positions on the battle map above. Your ability to attack may be restricted! Oh, and I am happy for the remnants of the earlier bless to still be in force for the next 3 rounds, so take that into account for saves and attacks.
 





OOC: Danth failed his fortitude check, and finds himself stricken with fear, unable to act (for 6 rounds


The flying head shrieks in fury as its fearful scream fails to stop the young barbarian that just entered the room it has guarded for so many untold years. It throws itself forward, into the fight, its jaw horribly distended, trying to tear the throat from the Shoanti.

Jokad throws his shield up high, blocking the creature, feeling it batter off the outside of the shield. He turns the shield quickly, pushing it back against the side wall of the room, and watches its quick flight force it hard into the wall. Its wing buckles under it, and then Jokad strikes.

His axe cleaves deep into the skull, sending one wing loose and a few tentacle ends dropping harmlessly to the floor. The creature itself, perhaps weighing ten pounds, is very much dead, and very much stuck on the axe. It is a messy business, pulling its ichor soaked body from the head of the axe.

OOC: Congrats, single shot kill. Of course, if you had failed your save Vs. fear it could have become VERY messy.
 

It takes Mandraiv some time to calm Jovik and Danth, their eyes rolling around their heads at the other-worldly fear that has gripped them. At last, after a minute or so passes, they calm themselves, and sit catching their breath on the floor.

Kael, Jovik, and Mal slink off into the room to investigate. The water that ripples in the circular stone pool is clear, but there is no visible source to fill it. Your guess would be that it magically replenishes itself somehow. The blood smears taht surround the pool's rim are harder to place, but they look more like bloodied foot and hand prints. Perhaps the Sinspawn used this pool as a drinking source? The skulls that line the pool are real, but they are also very worn with age. They appear to be a mix of human, kobold, goblin, and even what appears to be one from a large beast such as an ox or cow.

At the far end of the small circular room a passageway leads on as before, with a single flight of five steps leading upwards, and then an ornate metal door another 5 foot on from the top of these steps. The door is flat bronzed metal, long turned to green-black in the dank atmosphere. You can make out an etched scene of a demon headed woman with distended pregnant belly, with a wolf-child spilling from her womb. The bottom of the door is heavily bashed inwards towards you, as if something heavy smashed into it from the other side. It lies ajar, open perhaps two inches, but the air beyond is no fresher than the stale air in the room you are in.

You are discussing whether to proceed when the rest of the group rejoin you. Mal seems relaxed, and cannot sense anything behind the door. Eventually you reach agreement to proceed, and pull the door back. Beyond it lies a wide flight of stone stairs spiraling upwards. Before the stairs are two huge chunks of broken stone, one of which clearly did the damage to the door. The stairs themselves wind upwards, but are very badly broken, and large chunks of natural rock lie scattered upon them.

Jovik, being the most nimble, pulls himself over the rocks and up the damaged stairs. It is not as perilous a climb as he had feared, and after only twenty steps the way is completely blocked by a wall of rock and rubble, with large slabs from the stairs that once lay above thrown into haphazard positions. It appears that a cave-in may once have occurred, but your guess would be that somewhere above here, perhaps far above, would lie an ancient exit into the town of Sandpoint.

You have little option but to return to the main hall with the red statue. From there you need to decide your next steps ... do you take the door to the north with the squabbling noises from beyond it, or the passages to the south?
 

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