The party makes it down the stairwell to find the northern wall contains grand oak doors, twenty feet tall and twenty feet wide. A couple squires from the paladin's party make sure you head out promptly towards your return to Venza.
After about a half hour of walking, you hear the first screams echoing across the valley from the citadel's tower. Your journey is undisturbed as you make your way back home.
~The End~
[sblock=ooc]Considering you have two clerics, healing back up just takes a day's spell allotment of the three going back to Venza. Larissa carefully studies the items you were given and is able to identify them. (Well, if she missed, the Mystic Pearl could do it as well.
[/sblock]
GM: | Agno finishes the adventure earning 18,152 GP and 18,205 XP. That leaves him at a total of 28,316 XP over his career.
Treasure received: +1 Vicious Spell Storing staff (value 18,301), so he needs to pay 149 gp in gold or items to the others to balance out perfect.
Larissa finishes the adventure earning 18,777 GP and 19,223 XP. That leaves her at a total of 31,311 XP over her career.
Treasure received: +1 Mimetic shortsword (value 8,310), Cloak of Elvenkind (value 2,500), Boots of Striding and Springing (value 5,500) and a Greatsword +1 (value 2,350) along with 117 gold coins.
Tyrien finishes the adventure earning 22,595 GP and 24,945 XP. That leaves her at a total of 44,777 XP over her career.
Treasure received: Cloak of Elvenkind (value 2,500), Dagger of Doubling (value 10,302), +1 Planar shortsword (value 8,310), masterwork shortsword (value 310) and 1,173 gold pieces.
The rest of the items disappeared with the witch so I don't have to bother putting them into the Pearl.
Full numbers and calculations are here in my first post in the thread.
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[sblock=Secret Plot-lines]Relios was a very evil doppleganger that tricked the darkfolk into raiding the citadel in an attempt to get the stone he was obsessing over. It was a Stone of Controlling Earth Elementals. He planned get the stone and use it to solidify his rule of some underdark with a proverbial fist of iron. But, the initial battle went bad, and he deserted before his army could turn on him. He hired you to try, as a second chance, to get the stone and then double cross you. The vault also held four +5 weapons, but they were all alignment based, so he knew he couldn't get them. If the darkfolk tried, they would have suffered as well, so he knew they could not be used against him. Being a cleric of Arakan with the murder and trickery subdomains, his channels were negative energy based, so he could not get past the pit on his own. Posing as father Relios, who had used his channels up in the battle, he duped Gergoi into doing that part on the way out to do the channeling then. He duped you on the way back in pretty much in the same way. He also used Gergoi to do the recruitment, so as to not raise suspicions on himself. His mace was consecrated spell storing. So, 1/2 a negative channel plus an inflict serious wounds made for a single, devastating strike when he needed it.
He was purely using you to tie up and delay the defenses of the citadel so he could grab the stone and disappear. Considering he had a bluff of +15, the opposed rolls to figure him out were quite difficult.
Arrak was an Advanced Celestial Dragonne with one level of cleric. He was brought in with Planar Ally to defend the citadel during the initial attack by the real Relios. The coil around his leg was a wand of cure light wounds, shaped a little differently than normal. The Amulet of Might Fists was +0 Mimetic, so he gains the resistances of the creature he is going toe to toe with in combat. Great against outsiders and dragons, but not so much against simple darkfolk. All in all, he was a creature that could take on an army of fifty in a war of attrition from higher ground.
The pit wasn't in the original writeup, but I needed something more than 'you sneak in the back door' without a challenge. The blast that Tonris triggered was a greater dispel magic. It blew a hole in the magic that slowly repaired itself over time because it is a permanent effect. If the witch's flying hadn't been (SU) he would have fallen through the hole. A normal mage flying would have, by design. The "don't take the easy path" was because there was a normal hole in the ground half way along the smooth path even if the rest was solidified by the channels. Quartz crystals at the half way point would have zapped spider climbers with electricity if that method was attempted. I didn't think about teleport/dimension door at the time of creation, but I am sure a dimensional trap would have been there if needed. Only positive channelers were meant to get through.
I hope you had fun.[/sblock]