Rise of the Runelords–Sawmill

[Game dates: 2013 Dec 07]

    1. Session 16:
      1. Date: 2013 Dec 07

                                                   i.     PCs: Camla, Derik, Vaelmorn, Gragdar

      1. Meeting with the Mayor

                                                   i.     Heroes meet with Mayor Haldomeer Groboras in City Hall, where they are informed that one of the Magnimarian Justices is leading the hunt for the murderers.

                                                 ii.     Justice Ironbriar is summoned and they meet a stern tall elf. Unbeknownest to them, he is also the leader of the cult of the Brothers behind the murders – of whom Aldern was only a puppet.

      1. Assault on the Sawmill

                                                   i.     They manage to track down which sawmill and then try to gain entry, but are turned away. Derrik detects evil in the workers.

                                                 ii.     They decide to scout, and fly on bats to rooftop, where they sneak in through the messenger raven coop.

                                               iii.     They drop into the main floor, where they find Justice Ironbriar! He is surrounded by cultists in the midst of a ritual murder. In addition, they see Lyrie and Tsuto are part of the group!







                                                iv.     Vaelmorn drops in, and puts up darkness, but finds that it is repeatedly countered by Daylight. The fight is touch and go, leading to the destruction of most of Gragdar’s undead horde, but they prevail in the end.








I thought that Ironbriar would be an ideal Inquisitor – not only the NPC background of a stern Justice, but specifically the Infiltrator that defeats the pesky Paladin’s Detect Evil. And with the high-crit Elven Curveblade, and the ability to make it Keen and Bane, he was a formidable opponent. Adding on his followers, plus Tsuto and Lyrie (whom’s freedom he saw to – and who warned him about the drow’s Darkness abilities), the encounter turned out quite challenging and fun for all.


Elf Inquisitor (Infiltrator/Preacher) 8
NE Medium Humanoid (elf)
Init +13; Senses low-light vision; Perception +11
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex)

DEF +9 DR 8 / 10 (magic)
hp 58 (8d8+8); judgement of profane healing 3
hp 69

Fort +8, Ref +11, Will +10; +2 vs. enchantments
Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
Speed 30 ft.
Melee +1 Elven Curveblade +14/+9 (1d10+2/18-20/x2)
Melee keen BANE +1 Elven Curveblade +16/+11 (1d10+2 + 2d6 bane/18-20/x2 – 15-20 w/ keen edge)

Special Attacks bane (+2 / 2d6) (8 rounds/day)

Spell-Like Abilities Detect Alignment (At will),

Inquisitor Spells Known (CL 8):
3 (2/day) Keen Edge*, ??, Ward the Faithful* (+2 to AC and +2 to saves)
2 (5/day) Litany of Defense (double defense), Hold Person (DC 14), Invisibility, See Invisibility
1 (5/day) Doom (DC 13), Shield of Faith, True Strike, ??, Protection from Law
0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12)
Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Combat Reflexes (8 AoO/round), Improved Initiative, Toughness +8, Weapon Finesse

Skills Acrobatics +15, Bluff +6, Climb +6, Diplomacy +8, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +4, Knowledge (planes) +8, Knowledge (religion) +8, Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2, Use Magic Device +2 Modifiers
Languages Common, Draconic, Elven
SQ domains (murder), elven magic, judgement (3/day), Combat Gear; Other Gear MW Mithral Chain shirt, +1 Elven Curveblade, wand of daylight (10 charges) 150 GP
Special Abilities
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon. Swift to change type.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (3 / day) (Ex): free action

– Aggression: Re-roll attack roll

– Defense: Immediate action to get +4 DEF

– Warning: If ally hit, can force reroll of attack

Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Inquisition (Justice):

– Judicious Force (2/day) (Su): +4 confirmation roll for crit if you or ally w/I 10 ft makes threat.

– Chains of Justice (1/day) (Su): bind opponent w/I 60 ft w/ spectral chains (Will negates). Damage is mirrored to both.

Judgements (3 times / day): Can use 2 @ 8th level

– Profane Destruction +3 (Su) Weapon Damage bonus.
Profane Healing 3 (Su) Fast Healing
Profane Justice +2 (Su) Attack bonus
Profane Piercing +3 (Su) Concentration and vs. SR bonus
Profane Protection +2 (Su) AC bonus
Profane Purity +2 (Su) Save bonus
Profane Resiliency 2: Magic (Su) DR/magic
Profane Resistance 6 (Fire) (Su) Energy Resistances
Profane Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection (Sp): Detects as a LN elf.

Necessary Lies (Su): +8 on saves vs. lie detection

Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.

Tactics HERO POINTS: 1

Before Combat Before combat starts, casts keen edge, shield of faith for +3 deflection, and Ward the Faithful

During Combat

1st round: Uses Judgment (swift) for Protection and Resiliency, Standard for Chains of Justice, Move to Melee

2nd round: Swift action to use bane

– Litany of Defense if going into melee (Doubles armor DR?)

– Judicious Force to get +4 to confirm.

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