Rise of the Runelords

loot 4-4-17

Someone pointed out this was missing:

Vraxeris’s Spellbooks 72680gp
9th Level: Wierd, Shades, Astral Projection, Wish
8th Level: Scintillating Pattern, Screen, Shadow Evocation, Greater, Clone, Charm Monster, Mass
7th Level: Mass Invisibility, Project Image, Shadow Conjuration, Greater, Simulacrum, Limited Wish, Phantasmal Revenge
6th Level: Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil, Unwilling Shield, Contingency, Geas/Quest (new: Illusory Illusion, Illusory Setting)
5th Level: Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Wall of Force, Mage’s Private Sanctum, Covetous Aura (new: Animal Mask Greater)
4th Level: Hallucinatory Terrain, Illusory Wall, Invisibility, Greater, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Resilient Sphere, Scrying (new: Distance Distortion)
3rd Level: Displacement, Illusory Script, Invisibility Sphere, Major Image, Fireball, Lightning Bolt, Clairaudence/Clairvoyance, Magic Circle vs Good, Protection from Energy (new: Animal Mask)
2nd Level: Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom trap, Scorching Ray, Unnatural Lust (new: Umbral Images)
1st Level: All But Transmutation and Conjuration.
0 Level: All but Transmutation and Conjuration (new: Flavor Shift, Quell the Wild

-a tome of leadership and influence +2.

View
Loot 6-19-2017

an evil robe of the archmagi, a headband of vast intelligence +6, a ring of wizardry II, and a cape of the mountebank.

The bulk of the journal catalogs Vraxeris’s studies and the development of an improved version of clone that effectively granted him immortality. The drawback was that each time he switched bodies, he lost a portion ofhis own knowledge and experience, forcing himself to relearn much with each incarnation. At several points in the book, he also speaks of how with each new clone, the debilitating dementia that lurks at the end of his life manifests a little sooner-with each new body, his effective lifespan shrank. It seems obvious that the dementia finally struck soon enough to prevent him from creating a new clone, and thus finally, death claimed him. A wizard could use the journal to rebuild Vraxeris’s version of improved clone, but the research for creating this powerful 9th-level spell is particularly onerous and would itself consume most of a lifetime. Nevertheless, the journal is worth 15,000 gp for this information alone, and if word of its contents were to spread, all manner of unscrupulous wizards would doubtless do much to claim it by more violent means.

The four incense burners are minor magical devices that never go out or run out of fuel; they can be commanded to emit any number of pleasant and mildly narcotic scents. Each is worth 500 gp. masterwork ranseur, belt of mighty constitution +2, bracers of armor +3, jewelry worth 8,000 gp

2 glamered mithral chain shirt, sadist’s lash,1 dagger, belt of physical might +4 (Dex, Con)

TREASURE: A DC 20 Perception check reveals something hidden under the southernmost bed: a handy haversack that contains a tome of understandinig +1, six potions of cure moderate wounds, a potion of remove disease, and a potion of remove paralysis.

TREASURE: Strewn about the chamber are a dozen exotic, bejeweled toys and devices of decidedly erotic natures that Delvahine uses in her debauches . The functions of some of the s e devices are salaciously obvious in some cases , but in others isn’t always clear at first glance. As a collection, they are worth 2,400 gp, but not all merchants would publicly admit to an interest in purchasing them, requiring the merchant to be helpful (or bluffed as to the true nature of the devices before they can be sold. In any event, any one of these toys works as a component for a runeforged weapon.

Dominant/Commanding (opposes transmutation) : A union
of enchantment and illusion magic, a dominant weapon functions
as a bane weapon against transmuters and against creatures with
the shapechanger subtype. As long as the weapon is carried, it can
absorb up to three harmful transmutation effects (such as baleful
polymorph or petrification) inflicted on the wielder per day

+2 mithral shirt, +1 greatsword, spellbook (contains prepared spells only)
Warriors of Wrath’s Spellbooks 1366 gp
3rd: Displacement, Fireball, Haste
2nd: Bull’s Strength, Mirror Image, Scorching Ray, Shatter
1st: Burning Hands, Magic Missile, Shocking Grasp, True Strike
0 Level: All

+2 breastplate, +1 greataxe

TREASURE: Both of the golem’s eyes are valuable gemstones-the left is a diamond worth 5,000 gp, while the right is in fact a gem of brightness (13 charges; the golem cannot use this item).

The weapons embedded in the walls include two +1 greatswords, two +1 ranseurs, and two +1 long swords. Each of them glows continuously, providing light equal to a torch. The weapons may be removed with a stone shape spell, excavation, or a DC 30 Strength check.

wand of clairvoyonce\clairaudience (32 charges), wand of lightning bolt (CL 10th, 25 charges); Other Gear +4 mithral breastplate, +1 adamantine flaming ranseur, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +2, spell component pouch, spell book

TREASURE: The sarcophagus itself is only gold plated­ with 8 hours of work, a dedicated thief can scrape 800 gp of gold off the stone. Of greater value are the two star sapphire eyes (each worth 1,000 gp) and the dozen amethyst grapes (each worth 300 gp). The wine stored in the alcoves remains delicious to this day, preserved by Runeforge’s aura. In all, there are 68 bottles in this room, each of which is worth 100 gp-and each of which could serve as components to make gluttonous runiforged weapons.

+3 chain shirt, +1 human bane dagger, masterwork dagger, amulet of natural armor +2, cloak of resistance +1, 146 gp


NEW————————

staff of hungry shadows (10 charges); Other Gear bracers of armor +5, headband of vast intelligence +4 (grants ranks in Knowledge [nobility] and Spellcraft), ring of protection +2, contingency statuette worth 2,000 gp

2 x Full Plate, +1 Falchion

TREASURE: The surgical equipment here was created from silver jewelry and decorations looted from nearby crypts viafabricate spells. The entire collection in this room is worth 1,200 gp.

TREASURE: One of the sarcophagi contains 11 spellbooks Azaven has claimed from enemies and fallen allies. Each of these spellbooks bears the occasional notation written in Thassilonian, but the actual spells within-a wide range of 1st- to 8th-level spells-can be identified as normal. All of the spells Azaven has prepared can be found among these aged tomes, as can any other potent or rare spell you wish to include in the campaign. The second coffin contains 7,000 gp in mixed jewels, gems, and fine linens Azaven stores for fabricate spells, an eversmokinig bottle, a golembane scarab, and all of the lich’s personal spellbooks.

Captured Spellbook #1 (Symbol of Envy) (18319gp)
7th Level: Spell Turning, Sequester
6th Level: Dispel Magic, Greater, Anti-Magic Field, Undeath Ward, Transformation
5th Level: Break Enchantment, Covetous Aura, Wreath of Blades, Acidic Spray, Teleport
4th Level: Prot from Energy, Communal, Stoneskin, Globe of Invuln, Lesser, Dimensional Anchor, Black Tentacles, Dimension Door, Phantasmal Killer, Baleful Polymorph
3rd Level: Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Magic Circle Vs Good, Evil, Law, Non Detection, Protection from Energy, Stinking Cloud. Haste
2nd Level: Arcane Lock, Prot from Arrows, Prot from Evil, Communal, Acid Arrow, Fiery Shuriken, Mirror Image, Fox’s Cunning, Levitate, Spider Climb, See Invisibility
1st Level: Mage Armor, Shield, Prot from Evil, Good, Chaos, Law, Endure Elements, Alarm, Unseen Servant, Identify, True Strike, Charm Person, Jump, Ex Retreat
0 Level: All but Necromancy and Evocation

Captured Spellbook #2 (Symbol of Sloth) (18757gp)
6th Level: Acid Fog, Planar Binding, Summon Monster VI, Geas/Quest, Vengeful Outrage, Conjure Black Pudding
5th Level: Acidic Spray, Major Creation, Less Planar Binding, Secret Chest, Summon Monster V, Teleport, Dominate Person, Waves of Fatigue, Fabricate
4th Level: Black Tentacles, Dimension Door, Minor Creation, Solid Fog, Summon Monster IV, Arcane Eye, Terrible Remorse, Stone Shape
3rd Level: Phantom Driver, Sleet Storm, Stinking Cloud, Summon Monster III, Suggestion, Ray of Exhaustion, Blink, Slow
2nd Level: Acid Arrow, Fog Cloud, Glitterdust, Web, Summon Monster II, See Invisibility, False Life, Rope Trick, Whispering Wind
1st Level: Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster 1, Unseen Servant, Charm Person, Sleep, Ray of Enfeeblement, Crafter’s Fortune, Feather Fall, Lighten Object, Polypurpose Panacea, Youthful Appearance
0 Level: All but Evocation, Illusion

Captured Spellbook #3 (Symbol of Lust) (22974gp)
7th Level: Waves of Ecstasy, Hold Person, Mass
6th Level: Geas/Quest, Suggestion, Mass, Cloak of Dreams, Unwilling Shield, Veil, Planar Binding
5th Level: Dominate Person, Feeblemind, Hold Monster, Mind Fog, Sending, Interposing Hand, Mirage Arcana, Teleport
4th Level: Charm Monster, Confusion, Malicious Spite, Overwhelming Grief, Terrible Remorse, Invisibility, Greater, Scrying, Share Senses, Dimension Door
3rd Level: Hold Person, Lover’s Vengeance, Rage, Reckless Infatuation, Suggestion, Unadulterated Loathing, Magic Circle vs Evil, Dispel Magic, Displacement, Major Image
2nd Level: Hideous Laughter, Seducer’s Eyes, Touch of Idiocy, Unnatural Lust, Warding Weapon, See Invisibility,
Invisibility, Mirror Image
1st Level: Charm Person, Delusional Pride, Hypnotism, Lock Gaze, Sleep, Protection from Evil, Mage Armor, Shield, Endure Elements, Disguise Self, Vanish
0 Level: All but Transmutation and Necromancy

Captured Spellbook #4 (Symbol of Envy) (8116gp)
5th Level: Dismissal, Unbreakable Construct, Soothe Construct, Stoneskin, Communal
4th Level: Fire Trap, Remove Curse, Stone Shape, Magic Siege Engine, Greater, Enlarge Person, Mass
3rd Level: Explosive Runes, Dispel Magic, Protection from Arrows, Communal, Versatile Weapon, Shrink Item
2nd Level: Arcane Lock, Obscure Object, Warding Weapon, Magic Seige Engine, Make Whole, Pyrotechnics, Telekinetic Assembly
1st Level: Hold Portal, Alarm, Shield, Jury-Rig, Lighten Object, Longshot, Crafter’s Fortune, Stone Fist
0 Level: All but Evocation and Necromancy

Captured Spellbook #5 (Symbol of Sloth) (6285gp)
5th Level: Cloudkill, Hungry Pit, Wall of Stone
4th Level: Acid Pit, Black Tentacles, Solid Fog, Dim Door, Fire Trap
3rd Level: Spiked Pit, Stinking Cloud, Phantom Steed, Sleet Storm, Nondetection
2nd Level: Create Pit, Fog Cloud, Stone Call, Web, Dust of Twilight, Arcane Lock, Protection from Arrows
1st Level: Mage Armor, Shield, Grease, Obscuring Mist, Mount, Hold Portal
0 Level: All but Evocation, Illusion

Captured Spellbook #6 (Symbol of Lust) (6991gp)
5th Level: Hold Monster, Dominate Person, Cone of Cold
4th Level: Crushing Despair, Confusion, Ice Storm, Shout, Wall of Fire, Agonize
3th Level: Rage, Heroism, Fireball, Lightning Bolt, Forcepunch, Elemental Aura
2nd Level: Delay Pain, Tactical Acumen, Touch of Idiocy, Scorching Ray, Burning Arc, Shatter, Mirror Image
1st Level: Moment of Greatness, Sleep, Unprepared Combatant, Magic Missile, Mage Armor, Shield, Shocking Grasp, Burning Hands
0 Level: All but Necromancy and Transmutation

Captured Spellbook #7-9 (Symbol of Envy) (1831gp)
3rd Level: Dispel Magic, Protection from Energy, Magic Circle vs Evil, Magic Weapon Greater
2nd Level: Warding Weapon, Acid Arrow, Stone Call, Invisibility, Bull Str, Bear’s End, Mirror Image
1st Level: Shield, Mage Armor, Vanish, Ex Retreat, Enlarge Person, Reduce Person
0 Level: All but Evocation and Necromancy

Captured Spellbook #10-11 (Symbol of Sloth) (1798gp)
3rd Level: Stinking Cloud, Summon Monster III, Dispel Magic, Ray of Exhaustion
2nd Level: Acid Arrow, Summon Monster II, Stone Call, Blindness/Deafness, Spectral Hand, Ghoul Touch
1st Level: Mage Armor, Shield, Obscuring Mist, Summon Monster I, Unseen Servant, Vanish, Ray of Enfeeblement, Ray of Sickening, Chill Touch
All 0 except Evocation and Illusion

Azaven’s Spellbook (26920gp)
8th Death’s Clutch, Horrid Wilting, Symbol of Death
7th Finger of Death, Project Image, Control Undead, Plane Shift, Vision (new: Soul Strike)
6th Chain Lightning, Mislead, Circle of Death, Create Undead, Contingency, Legend Lore
5th Telekinesis, Wall of Force, Walls of Fatigue, Suffocation, Persistent Image, Cone of Cold, Prying Eyes
4th Bestow Curse, Contagion, Dimension Door, Fear, Greater Invisibility, Mass Reduce Person, Stone Shape, Animate Dead, Enervation, Fear, Ice Storm, Scrying
3rd Fly, Gaseous Form, Ray of Exhaustion, Slow, Stinking Cloud, Tongues, Vampiric Touch, Deathwine, Tiny Hut, Arcane Sight, Tongues
2nd Blindness/Deafness, Ghoul Touch, Glitterdust, Invisibility, Mirror Image, Scorching Ray, Spectral Hand, Cat’s Grace, Knock, Magic Mouth, Blood Transcription
1st Chill Touch, Grease, Magic Missile, Obscuring Mist, Reduce Person, True Strike, Crafter’s Fortune, Ant Haul, Decompose Corpse, Interrogation, Sculpt Corpse
All 0 Except Enchantment and Abjuration

Athroxis’s Spellbook (GP Value 9111)

9th: Ride the lightning
8th: clenched fist, stormbolts
7th: Giant Form I (new: Acid Storm, Liquid Fire), mage’s sword, prismatic spray, project image
6th: Greater Heroism, Chain Lightning (new: Lightning Storm), flesh to stone
5th: Overland Flight, Wall of Force, Cone of Cold (new: Shattering Cry, Solar Fury)
4th: Greater False Life, Greater Invisibility, Detonate (new: Bead of Blasting)
3rd: Wind Wall, Greater Magic Weapon, Haste, Keen Edge, Vampiric Touch, Lightning Bolt
2nd: Scorching Ray, Mirror Image, Bull Strength, Bear’s Endurance, Cat’s Grace, See Invisibility, Owl’s Wisdom (new: Flames of Darkness)
1st: Comprehend Languages, Anticipate Peril, Magic Missile, Shocking Grasp, Vanish (new: Frostfire, Impressive Blow, Flaming Bolt)
0 level: All but Conjuration and Abjuration

Warriors of Wrath’s Spellbooks 1366 gp (each)
3rd: Displacement, Fireball, Haste
2nd: Bull’s Strength, Mirror Image, Scorching Ray, Shatter
1st: Burning Hands, Magic Missile, Shocking Grasp, True Strike
0 Level: All

View
Loot 3-28-17

Answer to divination:

Greed’s opposition lies upon mirrored paths,
One a reflection, the other a glittering symbol of man’s pride.

Loot:

6 each:
Masterwork dagger
ring of protection +1
cloak of resistance +2
headband of vast intelligence +2
noble’s outfit worth 200gp
spellbook

Each spellbook is identical and has the following stats:

Vraxeris’s Simulacrum’s Spellbook 4824 gp
5th: Feeblemind, Shadow Evocation
4th: Confusion, Phantasmal Killer, Shadow Conjuration, Greater Invisibility
3rd: Dispel Magic, Fireball, Major Image, Displacement
2nd: Invisibility, Resist Energy, Scorching Ray, Minor Image, Mirror Image
1st: Charm Person, Magic Missile, Ray of Enfeeblement, Shield, Silent Image, Vanish

View
Treasure - 3-14-17

TREASURE: This massive pile of treasure consists of 39,500cp, 9,410 sp, 3,500 gp, and 250 pp. Mixed in with the coins are tapestries, small items of furniture made of precious woods, delicate pieces of jewelry and fine works of art, silverware and candelabras, six everburning torches, and several decorative boxes spilling pieces ofjewelry worth an additional 16,000gp in all. Buried in the coins is a quiver of 14 masterwork arrows and two greater dragon slaying arrows, a belt of giant strength +4, a teak box holding a felt cushion with six round depressions each containing a thunderstone, an ivory set of lesser bracers of archery, a +3 dark wood buckler carved with the symbol of Kyonin on its face, a chime of opening (5 charges), a cloak of resistance +3, a flametounge, a masterwork suit of full plate decorated with onyx ravens perched on the shoulders (each raven is worth 200 gp), a suit of +3 half- plate with a wolf motif, 6 vials of frozen holy water, a pearl of power (1st-level spell), , 2 potions of resist energy 20 (cold), two Small +1 mithral shirts, a scroll of globe of invulnerability, a scroll of heal, a scroll of remove blindness/deafness, a wand of bear’s endurance (38 charges), a wand of cure light wounds (46 charges), a wand of magic missile (CL 5th, 8 charges), and a +1 adamantine warhammer.

26 Empty vials – still wet

View
Loot-notes-3-7-17

IF MAGIC BRIGHT IS YOUR DESIRE, TO OLD RUNEFOR E MUST YOU RETIRE!
FOR ONLY THERE DOES WIZARDS’ ART RECEIVE ITS DUE AND PROPER START.

ON EASTERN SHORES OF STEAMING MIRROR AT END OF DAY WHEN DUSK IS NEARER
WHERE SEVEN FACES SILENT WAIT ENCIRCLED GUARDS AT RUNEFORGE 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.

on frozen moutain xin awaits, his regal voice the yawning gates
keys turn twice in sihedron-occulted runeforge waits within.

AND NOW YOU’VE COME AND JOINED THE FORGE UPON RARE LORE YOUR MIND CAN GORGE-
AND WHEN YOU SLOUGH THE MORAL WAY IN RUNEFORGE LONG YOUR WORK SHALL STAY.

+1 breastplate, fanged falchion, +1 cold iron returning dagger, headband of inspired wisdom +2, 750 gp in diamond dust

AURA: MODERATE TRANSMUTATION [EVIL]
CL 11
PRICE 22,375 GP
WEIGHT 8 LBS
The blade of this brutal-looking falchion is serrated, forming the fangs of the stylized etching of a jackal’s profile on the shimmering metal. Such weapons are fashioned in honor of Lamashtu and are favored by her most powerful cultists as weapons not only for battle, but also for sacrifice.
A fanged falchion is a + 1 unholy falchion and wounds caused by the weapon’s serrated edge are horrifically ragged and bleed profusely. Whenever a fanged falchion’s wielder scores a successful critical hit with it, the sword’s blade animates and “chews” at its victim. In addition to doing damage for the critical hit, this horrific chewing deals 2 points of Constitution damage and stuns the victim for 1 round (Fort DC 15 negates). Creatures immune to critical hits are immune to this Constitution damage and the stun effect.

Revelation Quill
Aura strong divination
CL 20
weight 3 lbs
minor artifact

The first revelation quills were created by the followers of the Peacock Spirit. Since the fall of Thassilon, the method for creating them has been lost. The few revelation quills that
remain today continue to function, drawing their revelations, it is said, from the Peacock Spirit itself. The quill is fashioned from a peacock’s tail feather. Its nib is made of bone, and when held in one’s hand, the quill seems strangely heavy. If placed in an empty vial or other glass container of similar size and left there for an hour, a revelation quill fills that
container with ink. The ink created is of a random color 50% of the time, otherwise the ink is black. While a revelation quill can certainly function as a standard writing implement, its true strength lies in its ability to answer questions. Once per day, if the user concentrates on a specific future goal, event, or activity occurring within the coming week, the revelation
quill takes over and writes out a short phrase in response, often in the form of a cryptic rhyme or omen, much in the same way the divination spell functions. Once per week, the user may use the quill in the same way to cast contact other plane instead, asking up to 10 questions of the mysterious intellect that guides the revelation quill.

The scribbles on the wall ofthis room contain more than merely invocations to Lamashtu-they consist of notes the Scribbler has taken regarding the state of the world beyond, as reported to him by the various spirits and outsiders he’s conjured, as well as via commune, divination, and speak with dead spells that he cast on the dead body he keeps here. The notes impart a feeling of someone from out of time doing what he can to gather intelligence on a world that has moved on. Runeforge is mentioned several times-the Scribbler very much wants to send agents to the dungeon in order to gather supplies and raid it for magic items and texts, since he has grown convinced that the complex has long since been forgotten and abandoned. In particular, his notes speak of something called runeforged weapons­ items that the Scribbler believes could be quite useful against the runelords and their allies, yet the methods of creation of which seem to have been lost somewhere in Runeforge itself.

View
Notes from the game

Karzoug was the Runelord of Greed. While he was, himself, an Azlanti human, he was a powerful man indeed—said to be the most gifted manipulator of Transmutation magic in all of Thassilon, and to have lived for hundreds of years. He ruled a region called Shalast, part of the ancient empire of Thassilon, over 10,000 years ago.

Karzoug’s armies were composed primarily of giants who followed his every command—the giants were ruled by towering monsters known as rune giants, who were themselves runelord pawns. Karzoug counted other powerful creatures as his allies as well, such as blue dragons, eerie denizens from the nightmare realm of Leng, blooddrinking outsiders known as scarlet walkers, and immense lamia harridans who towered over most giants.

Karzoug focused his magic on the school of transmutation, magic associated in Thassilonian times with the virtue of wealth. Under his reign, though, this virtue of rule became more associated with the sin of greed. Among the runelords, his mastery of greed magic was uncontested, yet in the schools of illusion and enchantment (related to the sins of pride and lust), his skills had atrophied greatly. Many believed that weapons infused with illusion and enchantment magic, known as “dominant weapons,” would be particularly potent against Karzoug, yet no record of someone attacking the runelord with such a weapon exists within the library.

Karzoug warred with his neighbors, but none more so than Alaznist, the Runelord of Wrath and ruler of Bakrakhan. Between their nations, along a ridge known as the Rasp, Karzoug built immense sentinel statues to watch over Bakrakhan, while Alaznist built towers called Hellfire Flumes to prevent Karzoug’s armies from invading. Citizens of both nations worried that the war between Karzoug and Alaznist would soon escalate to the point where they could bring about the end of the world.

kp 0
As Karzoug and Alaznist’s war intensified, and as wars between other runelords threatened more than just their armies, the runelords devised methods in which they could escape the world and enter a state of suspended animation, so they could ride out cataclysms. In theory, their surviving minions would then waken them to reclaim their empires once the cataclysms had ended.

Xin Shalast

Xin-Shalast is a legendary lost city, rumored to be hidden somewhere in the Kodar Mountains. Stories hold that Xin-Shalast had gold streets and gemstone buildings, and sat under the gaze of a mountain that could see.

Xin-Shalast was the capital city of an empire called Shalast, one of seven that composed the ancient empire of Thassilon. Legend holds that Xin-Shalast lay at the headwaters of the sacred River Avah—which Varisian folklore says leads to an earthly paradise sacred to Desna. Unfortunately, no record of where this river may have once flowed exists today, and most scholars believe the river itself to have been destroyed during Earthfall.

In the final centuries before Earthfall ended Thassilon, Xin-Shalast was ruled by Runelord Karzoug, one of the lords of the Thassilonian Empire. The primary architects of the immense city were tribes of giants, themselves ruled by powerful beings known as rune giants.

The Spires of Xin-Shalast stand upon the mythical mountain of Mhar Massif. This mountain of legendary proportions pierces the skies above the Kodars, and is said to be the highest peak in the entire range of stupendously inhospitable mountains.

Mhar Massif is said to serve as a bridge to strange realms beyond Golarion—notably, to the nightmare dimension of Leng. The connections with the nightmare realm of Leng were said to have infused the region around the peak of Mhar Massif with dangerous eldritch and otherworldly energies.

Dream Dalliance Trap CR 6
XP 2,400
Type magic; Perception DC 30; Disable Device DC 30
Trigger proximity (alarm); Reset automatic; Bypass password (“elucidarian”)

Effect spell effect (dream dalliance, DC 17 Will save negates); single target (the reader)

Since the reader does not need to sleep while in the Therassic Library, they will not notice the effects of a failed save until after leaving the library. The clockwork librarian has read this book, but is unaware of this trap because it is immune to mind-affecting effects and does not sleep.

Runeforge

Runeforge was created as a place where agents of the seven runelords could gather to study magic.

The runelords wove wards around Runeforge that barred entrance into the complex to any runelord or his direct agents, in order to keep the research within free from sabotage at the hands of an enemy.

Runeforge’s magical enhancements sustained those within without the need to eat, drink, or even sleep.

The final project the runelords set Runeforge on was the development of ways the runelords could escape the imminent fall of their empire. Each faction developed a unique answer for its runelord, based upon the underlying principles of that faction’s magical traditions.

Translated from Thassilonian among the ravings about Lamashtu:

ON EASTERN SHORES OF STEAMING MIRROR AT END OF DAY WHEN DUSK IS NEARER WHERE SEVEN FACES SILENT WAIT ENCIRCLED GUARDS AT RUNEFORGE GATE.

View
Loot - final

Combat Gear +1 turtle shell of light fortification*, +1 huge unholy heavy flail, 2 potions of cure serious wounds; Other Gear wooden holy symbol *The runes of the magic are inscribed on the prophet’s natural turtle shell and keep their power even if the shell is removed from his body

The treasure consists of 3,306 sp, a carved mammoth bone statuette of a much smaller mammoth worth 700 gp, an eye patch with a mock eye of black star sapphire and moonstone worth 900 gp, a mithral anklet worth 1,000 gp, a jeweled gold crown worth 4,000 gp, a +2 deftnding bladed scarf, a leather pouch containing seven potions of cure moderate wounds and a potion of remove disease, and an efficient quiver containing 16 + 1 undead bane arrows and one ,greater monstrous humanoid slaying arrow.

A DC 25 Knowledge (nobility) check reveals that the crown is in fact the Lost Crown of the Pallgreves clan, one of the oldest noble families of Janderhoff The dwarves would gladly pay 10,000 gp for its return.

Huge spear
Hide-scraping and leather-working tools
Huge Hide armor

2x Large hide armor, greatclub

Although a carpet of coins covers the innermost section of Longtooth’s cave, most of these coins are copper pieces. In all, the coins consist of 360,055 cp, 23,145 sp, 3.403 gp, and 23 pp. In addition, the collection of treasure includes several gemstones: a water opal worth 1,ooo gp, a rich blue diamond worth 1,6oo gp, and a black opal worth 8,ooo gp are Longtooth’s favorites , though there are 53 additional gems worth a total of 3,500 gp. A fine linen tapestry depicting monks sparring in a courtyard is rolled up and leans against the wall-this tapestry weighs 50 pounds but is worth 6oo gp. Finally, a set of solid silver idols sits on a ledge on the innermost wall. These idols are each worth 6oogp-they depict a wyvern with a human rider, a human warrior trampling a demon underfoot, a centaur dressed

in plate mail armor, and a leaping fish with a wide mouth filled with teeth. A sixth idol is in fact made of platinum. It depicts a robed figure coverd in thassalonian runes, and is worth 5,000 gp.
Gear amulet of mighty fists + 1 , gold-and-amber ring (worth 500 gp), silver armband (worth 2,500 gp)

3 – Ring of Protection +2
Gear belt of giant strength +4, ring of the ram (45 charges)

huge greatclub

4 mammoth tack and harness – 300gp per set

The scroll tube is made of adamantine and is cleverly locked by a series of interconnected spinning discs that function almost like a combination lock.
The Runes are Thassilonian

Galenmir’s wealth is mostly invested in his gear, but he also has an impressive collection of scalps and war trophies, including the preserved head of a frost giant jarl, the beards of 100 dwarves (each neatly bundled and secured with a silver ring worth 10 gp), part of a marsh giant’s grossly elastic but impressively tattooed hide, and bits ofbroken and dented breastplates from the plate armor of a dozen different warriors (worth 20 gp each). Galenmir’s favorite collection is a neatly sorted grouping of 33 shields, each marked with the name of a human, elf, or dwarf hero Galenmir defeated in combat.

one of the shields belonged to Anstan Jeggare, an exiled bastard from the affluent Jeggare family of Korvosa. This shield alone is magical +1 arrow catching heavy steel shield.

Combat Gear necklace of fireballs (type IV); Other Gear +1 breastplate, +1 buckler, +3 shortspear, 11gp, 12sp, 12cp

3 x+1 hide armor, +1 ogre hook, 2 javelins

2 x huge greatclubs

2 x large +2 breastplate, +2 ranseur

Each disgusting guard carries a bag of filthy, troll-groped treasure at his belt-payment from Mokmurian for his work here. Hurek’s bag contains a large collection of colorful, striped, shiny, but ultimately worthless stones weighing 100 pounds in all. Without a DC 15 Appraise check to note the differences, the stones could easily be mistaken for valuable agate, onyx, and mithral ore of various kinds. Durek carries the real treasure-assorted bits of armor and helmets and a dire bear skull. The armor includes a suit of Small half ­plate, a masterwork breastplate, six chain shirts, and a +1 ghost touch gauntlet. Unknown to either troll, one ofthe chain shirts has a hidden pouch in its lining that can be found with a DC 30 Perception check-it contains an air elemental gem. +1 large full plate, runechill hatchets (2)

Slot none; Price 5,312 gp; Aura moderate necromancy; CL 5th; Weight 6 lbs.

DESCRIPTION

Runefrost hatchets are sized for Large creatures, but resizes so it can be wielded by Medium creatures as battleaxes or Small creatures as greataxes. Their blades are jagged and carved with ancient runes, and the weapons always feel cold to the touch. A runefrost hatchet otherwise functions as a 1 battleaxe, but once per day as a free action, its wielder can cause the runes on the blade to flare up with flickering cold blue light. For the next 5 rounds, the axe deals an additional +1d6 points of negative energy damage on a hit. Any creature that takes any amount of this additional negative energy damage must also succeed at a DC 12 Fortitude save or take 1 point of Strength damage. An undead creature struck by a runefrost hatchet does not gain this negative energy as healing, but instead must make a DC 12 Will saving throw or flee as if panicked for 1d45 rounds.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, chill touch; Cost 2,812 gp

Apart from his impressive collection of books on spellcraft and all of the spell components and laboratory equipment scattered throughout the room (which is worth a collected total of 1,500 gp, but weighs several hundred pounds), the chest under his desk contains the bulk of his remaining wealth, including 12,000 gp, 1,100 pp, an amber and sapphire necklace worth 4,000 gp, a set of ivory runestones worth 1,400 gp, and a scroll of contact other plane.

scroll of limited wish, wand of bear’s endurance (13 charges); Other Gear +1 defending spell-storing (vampiric touch) club, bag of holding (type II), fog-cutting lenses, robe of runes, key to area C7, 500 gp in diamond dust, spellbooks

Our last session was on 10-4-16. Our first new session will be 2-21-17.

We finished Book 4 of Wrath in 4 and 1/2 months… a record!

View
The players are getting burdened....

By loot!

a single perfect diamond the size of an apple worth 6,000 gp.

Headband of vast Intelligence +2

Combat Gear (8) rapier, masterwork. mighty (+4) composite shortbow, masterwork. studded leather, buckler; Other Gear 1d4 gems, 1d10 x 10 gp

20
220
30
170
210
80
70
50

Combat Gear +1 large thundering battle axe, +1 large handaxe

Blessed Leaf
Aura faint transmutation; CL 5th
Slot none; Price 1,000 gp; Weight 1lb.
DESCRIPTION
This leaf-shaped wooden holy symbol enables clerics,
druids and paladins to turn and rebuke plants as a cleric four
levels lower even if they don’t normally have this ability.
Clerics who can already turn or rebuke plants gain +1 to
their level for purposes of determining turning effects.
CONSTRUCTION
Requirements Craft Wondrous Item, nature domain; Cost
500 gp

• Brooch of shielding (with 15 hp remaining)
• 1 blue diamond worth 2,000 gp.
• 73 semi-precious stones worth 511g (total)
• 616 gp, 7,218 sp, 8,369 cp

Combat Gear bonded amulet, dagger, wand of hold person (36 charges left), potion of displacement, potion of fly, potion of barkskin +3; Other Gear drawing tools, magnifying glass

Combat Gear bonded ring, robe of bones, amulet of natural armor +1, potion of cure moderate wounds, potion of invisibility, scroll of fly, scroll of wall of force and wall of stone; Other Gear drawing tools, magnifying glass

Fizelbin’s spellbook: 0-all; 1st-alarm, charm person, hold portal, magic weapon; 2nd-darkvision, continual fl ame, locate object, mirror image, web; 3rd-greater magic weapon, keen edge.

Liasana’s spellbook: 0-all; 1st-chill touch, hypnotism, ray of enfeeblement shocking grasp, fl oating disc; 2nd-invisibility, summon swarm, command undead; 3rd-haste, ray of exhaustion.

View
Loot!

• Plate armor of the deep
• Lion’s shield
• +1 heavy mace
• Cloak of charisma +2
• Scroll of raise dead
• Scroll of summon monster v (arcane)
• 800 gp

Lion’s Shield
Aura moderate conjuration; CL 10th Weight 15 lbs.; Price 9,170 gp

DESCRIPTION

This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

Plate Armor of the Deep
Aura moderate abjuration; CL 11th Weight 50 lbs.; Price 24,650 gp

DESCRIPTION

This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.

Combat Gear cloak of the manta ray, bracers of armor +3, pink and green ioun stone, pearl of power (3rd level); Other Gear spell component pouch, surgical tools, manacles

Treasure: The following items can be found lying on the table:
• 3 scrolls of summon monster II
• 2 potion of water breathing
• 250 gp worth of various spell, scroll and potion components
• The lungs and wind pipe of a human, a demon, a high, an aquatic elf and a dryad
• The fins of a various fishes and a sahuagin, and a snake

The false drawer (Perception DC 25 to locate) holds 1,350 gp worth of various semi-precious pearls

Combat Gear +2 greataxe, 2 potions of cure light wounds; Other Gear necklace of human and elf ears

• Staff of binding (lesser) 10 charges
• +2 bastard sword
• Amulet of mighty fists +1
• Salve of slipperiness
• Arcane scroll of detect poison, true strike, and delay poison
• Arcane scroll of rage, and animate dead
• Potion of darkvision
• Potion of hide from undead
• 4 deep blue spinels worth 400 gp each
• 12 bloodstones worth 60 gp each
• 935 pp, 3,283 gp and 21,461 sp

ring of protection +1, periapt of health

Staff of Binding
Aura moderate varied (lesser), strong varied (standard and greater); CL 8th (lesser), 13th (standard), 17th (greater)
Slot none; Price 10,000 gp (lesser), 47,400 gp
(standard), 116,000 (greater); Weight 5 lbs.
Description
These staves are made from stout oak and are banded with the cuffs from iron manacles
(with short bits of chain still dangling from some). These magic items are popular with prison wardens and court guards, but also with slavers and pirates. Staves of this kind focus on magic that paralyze and bind.
The lesser version of this staff allows use of
the following spells:
• Hold portal (1 charge)
• Hold animal (2 charges)
• Hold person (2 charges)
• Hold monster (3 charges)

View
loot from last session

shillelagh staff, sling, 20 bullets, masterwork, hide armor, scroll of 3 cure light wounds, scroll of summon nature’s ally II

masterwork club, masterwork. hide, heavy wooden shield, wand of cure light wounds (3rd level), 2 scrolls of cure moderate wounds

Shillelagh Staff
Aura faint transmutation; CL 3rd
Slot weapon; Price 8,300 gp; Weight X lb.
DESCRIPTION
This simple-looking 1 quarterstaff is a weapon favored
by elven druids, rangers, and monks everywhere. This
masterwork oaken quarterstaff can be activated three times
per day by speaking the command phrase “death to the
enemies of nature!” which causes the staff to glow with
green light and grow leaves. While so enchanted it inflicts
2d6
1 points of damage and counts as magic weapon for
causes of overcoming damage reduction for three minutes.
CONSTRUCTION
Requirements Craft Arms and armor, shillelagh; Cost
4,300 gp

bracers of armor +4, cloak of resistance +2, golden necklace with rubies and emeralds (worth 2,200 gp)

• Helm of comprehend languages and read magic
• Fire elemental gem
• +1 dragon bane greatsword
• 3 potions of cure moderate wounds
• 9 rubies worth 500 gp each
• Emerald statue of a tiger with golden pearls worth 1,200 gp
• 5 crimson garnets worth 300 gp each
• 13,786 gp and 19,461 sp

+1 Large keen scythe, bracers of armor +1; Other Gear masterwork gardening tools

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.