[28
Calistril 4708]
Having
returned to the cavern deep within Rimeskull that served as the lair of the
white dragon Arkhryst, the adventurers decide to secure the area. They explore various tunnels branching off of
the main cavern, but find all of them empty—doubtless due to the fact that no
other creatures would wish to live so close to a dragon! Back in the cavern, Erik carefully examines
the ice-encrusted pillars. He notices
that seven of the pillars surround an eighth pillar twice the size of the
others, and that these surrounding pillars are marked with hundreds of
Thassilonian runes describing the different arcane schools of magic as
conceptualised by that ancient empire.
In addition, he spies a small keyhole hidden on the side of each pillar
that faces the central one. Yuzo tries
using a key taken from Mokmurian’s body, but it doesn’t fit. The adventurers speculate about where the
keys are, and Erik reminds them of the verses they discovered in the
Scribbler’s domain:
On eastern shores
of steaming mirror,
At end of day when dusk is nearer
Where seven faces silent wait
Encircled guards at Runeforge’s gate.
At end of day when dusk is nearer
Where seven faces silent wait
Encircled guards at Runeforge’s gate.
Each stone the
grace of seven lords,
One part of key each ruler hoards;
If offered spells and proper prayer,
Take seven keys and climb the stair.
One part of key each ruler hoards;
If offered spells and proper prayer,
Take seven keys and climb the stair.
The
adventurers pass the next few hours until dusk by chipping away at the frozen
dragon hoard (finding a huge pile of silver coins in the process) before making
a magically-aided journey up the ice-covered ramps to the surface. They return to the nearby hilltop where the
seven stone heads can be found. With
some experimentation, they realize that casting a spell that matches the school
of magic exemplified by the Runelord symbolized by the statue causes the statue
to glow, emanate a piercing shrill, and manifest a golden key in its
mouth! The adventurers are able to
collect two such keys before exhausting their prepared spells of the needed
schools. They decide to teleport back to
Sandpoint and the Rusty Dragon in order to spend the night in comfortable beds. There, they find Kang increasingly frustrated
by his inability to duplicate that “hack” Nisk Tander’s elixir of the peaks. The
master alchemist’s best guess is that the formulae involves an unknown herb
whose essence can’t be artificially synthesized.
[1
Pharast 4708]
The
Heroes of Varisia pass the day at leisure, having decided they need to wait
until dusk in order to get the rest of the keys from the statues. When dusk arrives, they teleport directly to
the hill (with Kang staying behind, obsessed with his latest research). They’re mildly frustrated to realize that the
two keys they obtained yesterday have vanished from their packs, but they’ve
come prepared with the right array of spells and methodically determine how to
get a full set. They return to the
dragon’s cavern inside Rimeskull (with Yuzo carelessly plunging down the icy
tunnel for a hard fall at the bottom!) and begin using the keys on the
rune-marked pillars. When a key is
turned, the corresponding pillar begins to hum and glow softly and the key
vanishes! Once all seven pillars are
glowing, the central pillar begins glowing as well and then ripples with a
vortex of light. A vertically aligned
whirlpool opens into a seven-foot-wide circular portal through which can
faintly be seen a long tunnel. With Yuzo
taking the lead, the explorers bravely venture forward.
The
central hub of Runeforge leads to many dangers . . .
but, also, perhaps,
weapons capable of hurting even a Runelord!
|
The
tunnel continues for about fifty feet before reaching a domed chamber nearly a
hundred feet across. A large pool of
bubbling prismatic liquid occupies a raised dais in the middle of the chamber,
while around the edges of the chamber are finely detailed statues of seven
imperious figures, each twenty-five feet tall and wielding a polearm of some
sort. Behind each statue is an archway
leading into another tunnel, while on the marble floor the characteristic spiky
flanges of the Sihedron is visible.
Yuzo
dips his sword into the bubbling pool and finds it alternatively freezing cold
and burning hot to the touch! Jinkatsyu
and Ava examine the statues, comprised of:
·
A towering man with gems set in his
forehead and hands, dressed in robes and wielding a burning glaive.
·
A short smiling man with a hooked nose and
beady eyes, wearing robes and wielding a spear.
·
A heavyset woman with a sneering visage
and an imperious stance, dressed in a flowing dress and wielding a halberd.
·
A voluptuous woman with a seductive look,
large eyes, and long flowing hair; this statue is nude and wields a
double-headed guisarme.
·
A strikingly handsome man adorned with a
close-cropped beard and a charming expression; his form is dressed in
extravagant clothes and wields a Lucerne hammer.
·
A gothic beauty of wild hair and a
somewhat insane expression, this woman wears a long flowing dress and wields a
thorny ranseur.
·
An obese man, his flesh rotten in places
so that the bones show through, wearing a ragged robe and wielding a scythe.
Jinkatsyu finds himself feeling strangely drawn to the first statue, and even tries to pry the gems out of its forehead (only to find that they vanish and the statue looks completely undamaged!). Ava feels uncomfortable around all of the statues, with the beautiful, insane woman causing particular distress. Just to make sure the adventurers have an escape route, Ava tests teleporting back to the dragon’s cave. The spell fails, but the portal remains visible in the distance.
The
terrible magicks of this rod are perhaps
worse than death for many adventurers.
|
Mustard jellies are a
danger, but
this one seems powered by fiendish energies!
|
Their first foray into the mysterious Runeforge complex has resulted in Yuzo being almost completely stripped of his magical armory, and now the party faces a creature they’re ill-equipped to fight. Will things go from bad to worse?
-----------------------------------
Director's Commentary
The PCs reach Runeforge in this session, a multi-wing dungeon that takes up the rest of Chapter Five. In the reviews and forums of Rise of the Runelords, this chapter of the adventure path comes under pretty heavy criticism as a relentless slog of encounters, and a lot of GMs insert alternatives. I played it straight, however, and my group and I found it really enjoyable. A key thing to remember is that the PCs definitely don't have to visit every wing in order to succeed at their goals. As a group, we were also cooking with gas when it came to players understanding their characters' abilities and our ability to handle high-level encounters with speed and clarity. In fact, Runeforge presented the second of only two times in the campaign where I had to scramble to stay ahead of the PCs (the other was when they by-passed the Graul farm back in Chapter 3).
The mage's disjunction trap took a lot of advance work on my part. Essentially, I had to have every player send me a list of their character's magic items in advance, calculate the saving throw mod for each, and then roll to see if there were any natural 1s (which resulted in the item being destroyed) or failures (which resulted in the item being negated). Actually calculating everything at the table would have been a nightmare considering the "Christmas tree" of magic items that the PCs have by that point. Most of my PCs actually emerged relatively unscathed, but there were a few magical items destroyed. Pathfinder players are notorious for being more worried about their equipment being destroyed or lost then their characters being slain, and I think mine were probably no different.
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