Rising Dawn

Session Twenty-Seven

In which the party gets out of town

The action starts up; Enna and Desmond took a quick look around the room. After a moment, Desmond set his eyes upon a green-glowing mace locked away in a display case. He began working the lock, with Enna urging him to continue on but watching out the door all the same. She views the guard on the second floor move from the room across from them to the room next to them.

Talon and Adoness, taking a moment to ensure their fire is burning nicely, beat a path back down the wall to the ground, narrowly avoiding a guard. Remembering their mounts, they head to the stables to pick up their horses. On the way, they notice a second blaze, one they did not start, has lit up the night sky. The two stopped at Artisan’s Guild HQ for a bit to gather things from the alchemy lab before leaving, and heading towards the second fire.

Meanwhile, Desmond realized that his brilliant lockpicking attempt did not manage to open the case. Giving up, the duo prepared to exit the room and head downstairs for the horn, but had to stop when the guard began making his way towards them. They quickly instituted a plan: Enna would use her cloak to cast Color Spray, while Desmond would sneak attack the man from the side. The plan barely worked. Enna stunned the guard for a moment, but nearly did the same to Desmond. Nonetheless, Desmond struck home once, twice with the Axe of Dahak, beheading the poor being with the second swing.

Adoness and Talon arrived at the second blaze to find the Temple of Desna up in flames. While Talon spent time looking dumbfounded about how to help, Adoness began helping out. After a bit, she started looking around for a cause of the fire, and noticed a deep dark shadow where a shadow should not have been. Grabbing Talon, she began the chase after the figure who darted out of it!

Enna, spotting the guard a floor below, cast Hold Person, freezing the man in place. She and Desmond descended on her rope, before the rogue put a knife into the temple of the guard, killing him. The two then proceeded upwards into another room, spotting the Hydra scale but passing it by for a time.
Enna stumbled upon a third guard moving through the rooms of The Collection, and she promptly sent him to sleep. Desmond also took him out, ensuring an undisturbed rest of their time in The Collection. Finally, the two made it to the Unicorn Horn case, and Desmond got to work.

Adoness and Talon ran down the alley after the figure, but lost it for a moment; Talon took the time to imbibe one of his extracts, and found a scrap of fabric which showed them which way to go. There, they found the figure running full-tilt towards the end of the alley. Hot pursuit! The figure stopped at the end of the alley, a T junction, and waited for the two to catch up. When they did, Adoness and Talon flanked…Adoness reached to reveal its face, but it used some kind of magic to blacken the vision of the party, and disappeared.

Desmond unlocked the case with the horn, and quickly looted everything inside. Enna replaced the items there with the figurines of Lamashtu which she took from the camp of Orcs some days ago. The pair then moved on to the Hydra scale, and broke that free as well. Returning to the window on the second floor, Desmond proceeded to steal the glowing mace and two dozen pretty throwing stars, all while Enna attempted to get him to leave. Eventually, the two hit the street below, and moved towards the gate.
Upon reaching the gate, the pair realized that it was closed for the night, and they would not be able to leave by simply exiting. Desmond set his heart on looking for Adoness and Talon near one of the blazes, and as luck would have it picked the right one.

Adoness and Talon discussed for a time, before deciding to head back to the temple to help put out what remained of the blaze. They made it there at the same time as the rest of their party, where Enna furiously went to town with creating water, to finally extinguish the blaze.

Adoness filled in the party on the details of what she suspected, and they informed the temple Elder. The Elder was led to believe it was an agent of Lamashtu who set the fire, and thanked the party for the information.

From here, the party went back to the stables, picking up their steeds and wagon. Enna then accessed the scroll of teleportation given to her by Tim, and transported everyone to the Wellfal Trade Route….or at least, tried to. A mishap occurred, slightly damaging the party and depositing them on the ground in front of a mountain.

Loot:

Greater Ring of Electricity Resistance: (28,000gp) This ring continually protects the wearer from damage from one type of energy—Electricity. Each time the wearer would normally take such damage, subtract the ring’s resistance value of twenty from the damage dealt.

Staff of Tricks: (8,800gp) This thin staff is made of stiff wood that has been wrapped in colorful bands of cloth and topped with a number of feathers, bells, and other decorative baubles. The staff allows use of the following spells:
Ghost sound (1 charge)
Mage hand (1 charge)
Prestidigitation (1 charge)
Silent image (2 charges)

Pink and green sphere-shaped Ioun Stone: (8,000) These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. This Ioun Stone provides the owner with a +2 Enhancement Bonus to Charisma.

Wand of Fear, CL 7th: (21,000gp) An invisible cone of terror causes each living creature in the area to become panicked for seven rounds unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. Works as per the spell, Fear.

Caster’s Shield: (3,153gp) This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.

Boots of Striding and Springing: (5,500gp) These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Shuriken x24:
These enchanted +1 Shuriken deal base damage of 1d4. Additionally, an equal number of shuriken are enchanted with an additional 1d4 damage of a specific elemental type; six deal cold damage, six deal fire damage, six deal electricity damage, and six deal acid damage.

Boulderhead Mace: (6,812gp) The head of this + 1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8 + 5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon’s haft over the next 24 hours, and it is unusable as a weapon until the head regrows.

+1 Longsword x3 (2,300gp each)
Masterwork Light Crossbow x3 (300 each)
Potion of Barkskin (CL3)
Potion of Cure Moderate Wounds (CL3)

Screaming Bolt (267gp): These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.

Tanglefoot bag x4

Masterwork Banded Mail x3 (400gp each)
Masterwork Light steel shield x3 (150gp each)
Masterwork manacles x3 (50gp each)
40 crossbow bolts
342gp

XP Awarded:

Quest:
Gathered the Unicorn Horn: 1,200XP
Gathered the Hydra Scale: 1,400XP

Combat:
Defeated three CR6 guards: 1,200XP

Roleplaying:
400XP

Miscellaneous:
Exiting The Collection undetected: 100XP
Investigating the second fire: 75XP

Total: 4,375XP

Comments

Mcon

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