CLOSED Pathfinder: Rise of the Runelords, Burnt Offerings

The varisian sorcerer follows Jovik, after securing the copy of the Pathfinder Journal, as Kael is a sucker for a good read and, if Orik is an honest man, he'll return it to its previous owner.
 

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Inside the door (OOC: room D3) there is a small, empty room, lined with shelf at about two foot height. The shelf is supported by pickle barrels, and itself supports twelve small boxes of similar shape (albeit they have been salvaged from many previous uses, from apple boxes to baskets).

Many boxes are lined with soiled straw. All are otherwise empty. It appears that this place one served as the goblin's nursery, conveniently located next door to the harem.

The absence of any babies may be partly because there were a few upstairs in the throne room when you entered, and partly because the Thistletop goblins had other things on their minds of later, rather than procreation.

The room, other than suggesting the horrendous squalor of the childhood of a goblin, is really of little interest.

OOC: There are only 2 unexplored doors left, D9 and D11.
 

Danth takes whatever he can that looks like it may be of some value: the bottles of wine, the lantern, the obsidian, the everburning torch, and the bastard sword. While some were of no use to him, he was sure that he could sell them in town, and perhaps the money would aid he and his companions.

After checking the nursery, Danth points to the next door. "Let's get this over with."

D9
 

Jokad shrugs nervously and moves out of the way to let Jovik at the door. This was all going far too smoothly and he was getting nervous about what the demon-witch might have in store.



OOC: I'm back!
 

Jovik listens at the door. Nothing. His hand checks the handle. It is open. He twists. The door shifts to reveal a short dark corridor with a heavy iron-clad door at the end. You all file forward, Jovik signaling for you to stop 5 foot from the door. He edges forward, and presses his ear to the door. Time slips by as he crouches like that, listening for several minutes. At last he turns to you all and shakes his head. Nothing.

He tries the lock again. Open again. The door creaks a little as he twists it open.

Inside is a large room. It is unlit. There is silence within. You edge forward into the room, casting the light from your torches into the large space. The southern wall of this room is a bank of cells with iron bars and barred doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit (empty of all but ashes) lies below a spiky cage dangling from a chain in the ceiling to the east.

The place is deserted, and has the dull air of a room that hasn't been opened in at least a few days. The north wall of the room has two doors. The second one, to the right, is swung open. Inside is a tiny little room. It is a nest of rags, dog hides, and straw. A workbench lies against its southern wall, cluttered with pliers, hooks, tongs, saws, and knives. A bunch of keys hangs from a nail on the side of the bench - probably the keys for the cells. The cells, however, as you have already ascertained, are empty.

The second door, the one to the west, is all that remains unexplored.

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Danth wipes his forehead with the back of a leather gauntleted hand. All of this sneaking about was making him prespire a bit, and he certainly wasn't used to wearing armor for such long periods of time. Pointing the tip of the scimitar at the unopened door, the cleric waits for Jovik to listen at the portal.
 



The Chapel to Lamashtu

Jovik listens. Hearing nothing he checks the door. it is unlocked. He moves his hand slowly, turning the handle little by little. It gives without a sound, opening outwards (towards you all), to reveal a very short corridor beyond with a second door. This one is ornate, carved stone. Upon it is etched imagery of Lamashtu, the goddess of monsters. The etching is relatively recent, and relatively crude. Blood stains are visible in the recessed areas.

The door has no lock, being a simple push/pull affair. Jovik listens again, and after failing to discern any noises through the stone door, pushes it a crack.

The room beyond is dimly lit. Noises are evident.

There is little else for it, but to open the door.

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Within lies a large chapel to Lamashtu. The room is wider on the western side, where you entered, with the eastern section sunken a few feet into the ground. On the far east lies two large doors - the main entrance for worshipers.

The walls surrounding the raised section that you are at are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display. A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten foot tall statue. The statue depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, bird-like taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left kukri glows with fiery orange light while the right one glows with a cold blue radiance.

Behind the statue is a circular hole in the floor that appears to be a spiral staircase that winds down into the dark below.

The room itself is not empty. Against the northern wall is a large table with two chairs. Its surface is cluttered with scrolls, books, stone tablets covered with dense, spiky runes, and fragments of carvings that appear to have been chipped off of statues or reliefs. A lantern sits atop the table casting its light over the items collected there.

Before the table, turning to observe you, is a woman in her early twenties with dark skin and long hair braided tightly into cornrows. She is robed, and has three scrolls tucked under her left arm that she lets drop to her feet as she sees you. A wand is tucked loosely in her belt, and a dagger is beside it. A cat wriggles between her feet.

A howl erupts from the east of the room as two black, very large hound-like creatures come racing towards you.

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As they move towards you they start to howl. The noise they make appears to startle even the woman.

OOC: positions are the starting positions. The hounds are about to howl and this will require a DC 11 will save (in round 1). Initiatives and actions please, keeping in mind your starting positions.
 

Temple of Lamashtu, Rd 1

Jokad steels himself against the supernatural howls of the approaching dog-creatures as he moves to engage the first one he can reach. He warily eyes the woman and the imposing statue cognizant of their threat.


OOC: Will save = 19, good to go; INIT 14
http://invisiblecastle.com/roller/view/1654964/

My intent is to move into the room and attack one of the dog creatures with my magic longsword. Depending on how they move and their initiative, my position may vary. If I should go before them I was planning to move into square D10 and 'ready' myself to attack the 1st one to pass by me. Hewligan, use your best judgement to place me as the initiative and actions sort themselves out.

I hit AC 26 (possible crit) for 12 dmg

roll to confirm crit...

Hit AC 13 (meh) for 5 more dmg (if applicable)

http://invisiblecastle.com/roller/view/1654982/
 

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