Rise of the Runelords

Session 4

Session 4

The party started at the entrance to the catacombs, where they had slept in a small alcove after getting through the Glassworks. Before they went to sleep, they had killed a sinspawn. Upon waking they decided to burn its corpse, which filled the majority of the catacombs with a dense smoke.

Because of this smoke, 2 bugbears were waiting for them shortly after they began exploring the catacombs. Although they were tough, the bugbears went down quickly to the parties combined strength.

This was in a small room with a broken shrine, to Lamashtu. When the monsters died, this shrine glowed red, probably in response to the death of a monstrous humanoid.

The door leading out of the shrine opened onto a huge chamber with a well in the back. its walls, like every other wall and ceiling, was covered in an ancient language that no one could read. When the party opened it, they saw a vial hanging above the well, suspended from the ceiling with a rope. There were several sinspawn and a quasit in the room. As soon as the door opened, the quasit disappeared.

The party didn’t quite know what to do, and their hesitance allowed the liquid in the vial to drip into the well, which created more sinspawn. By the time the party had decided what to do, the number of creatures had almost doubled.

The party tried to barricade the door, to buy them time. This worked for a little while, though not very long. However, this door provided a good choke point, and the party slowly whittled away at the sinspawn, though the quasit would not stand and fight. It would appear, throw a spell or it’s magical dagger, and then disappear again.

Rocky, the heroic but not terribly bright halfling heroically (but not brightly) charged into the room to retrieve or destroy the vial. After almost dying…several….times he managed to grab the vial, climb up the rope, and cut it free.

As Rocky was retrieving the vial, the rest of the party cleaned up the remaining sinspawn. The quasit knew it was beaten, and fled quickly. The party is very certain they will not escape these catacombs before dealing with her.

They barricaded the door, and bedded down in the huge room.

Comments

Loot for the party

bugbear leather armor and shield
studded leather armor small
javelin x3 1 gp 1d4/1d6 ×2 30 ft. 2 lbs. P
Ranseur x3 10 gp 1d6/2d4 x3 12 lbs. P disarm, reach

Scroll of color spay given to wizard
Scroll of Goodberry given to Elven archer
Scroll of scoching ray given to the gnome
Silver dragon bought by Halfling so 65gp in group treasure

For all that are the original party get 2171gp and the newbies get 1944 this was all ready given out at the end of last sesson

Wand Acid Splash 50 charges
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no. You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Wand Longstrider 50 charges
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)
Range personal
Target you
Duration 1 hour/level (D)
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Wand Shocking Grasp 50 charges
School evocation [electricity]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Wand Slow 50 charges
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a drop of molasses)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw W ll negates; Spell Resistance yes
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow counters and dispels haste.

Wand Magic Weapon
School transmutation; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target weapon touched
Duration 1 min./level
Saving Throw W ll negates (harmless, object); Spell Resistance yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Wand ________ 5o charges (I for got what is was (something to do with leap???))

Session 4
 

Man, I was generous! :)

Session 4
laxton19

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