GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
Roll20 Link
Treasure Log
New Map of Kelmarane


8,801 to 8,850 of 10,988 << first < prev | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | next > last >>

Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert collects himself after the fight, and thinks a moment. Amiamble's voice cuts into his thoughts before he can complete them and he realizes there are still things to be doing.

He rides around the corner toward the woman's voice. "Yes, do you need assistance?" he adds as he moves so as not to surprise her impolitely. Part of him suspects she may not in fact need saving though, and he keeps his blade out as he travels the halls.

Nicely done Otah - you really shined in that fight!


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent steps up and pats Otah on the back, in both congratulations, as well as in healing. Convert SMIV to Cure Critical Wounds

Cure Critical Wounds: 4d8 + 11 ⇒ (4, 1, 3, 7) + 11 = 26

He then produces his own wand, and taps the dwarf until most of the wounds knit shut.

Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 5) + 3 = 15

"There we go. Robust healing for a robust fighter. You are most proficient with that chilly weapon, master dwarf. For our surrounds, I think you're just getting started."

The gnome perks up at the sound of a female voice. Especially one calling out to the elder ellie. He lets the halfs slip forward, following carefully behind.

Spell Preparations, Day 1 in the Bayt:

Level 0- Create Water, Detect Magic, Light, Read Magic
Level 1- Bless, Endure Elements, Liberating Command, Shield of Faith(2) Longstrider(D)
Level 2- PfE Communal, Resist Energy, Lesser Restoration(2), Spiritual Weapon(2), Cure Moderate Wounds(D)
Level 3- Invisibility Purge(2), Magic Circle v Evil, Prayer(2), Fly(D)
Level 4- Blessing of Fervor(2), Restoration, Summon Monster IV, Dimension Door(D)
Level 5- Air Walk Communal, Flame Strike, Plane Shift, Breath of Life(D)
Level 6- Heal, Heroes' Feast, Find the Path(D)


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi is moderately surprised when he does actually hear the presumed 'she' the elementals were discussing. "....well."

He follows Aldebert and Amiamble cautiously forward, clicking his fingers for the babau to follow; the lemure is ignored other than a handwaved gesture to stay. The babau hisses sullenly but lopes to Mahdi's side with a leer, as if imagining how good the wizard's flesh might taste.

Still technically like 5-6 rounds on the babau's duration, which may not matter, but it might. Mahdi will hang back with the babau out of direct sight of the speaker, since the babau looks disgusting as hell, and let the others talk. If the babau vanishes during the convo, he'll move in to where the others will presumably be in conversation.

"The elementals wouldn't listen to me, and I literally spoke their language," Mahdi murmurs quietly and drily, while trying not to flinch from the babau's leer. "I'll let someone else talk. We'll charge in if needed." (And by 'we', Mahdi means the babau.)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The Interlopers of the Bayt move forward, drawn to the sound of an unfamiliar, if pleasant, voice. Beyond the antechamber lies an odd sight, more likely a sight for sore eyes.

The tinkling sound of falling water and a cool spray of refreshing mist are surprising features of this chamber. At its center stands a large fountain, its basin composed of fire-glazed porcelain inset with lapis lazuli and its central font constructed of marble of the purest white. A jet of cool water gushes into the air and falls back into the basin where it slowly drains away, causing the gas lamps to flicker in the moisture laden air.

Standing straighter at the front of the fountain, a 16' tall, blue-green giant of a woman looks down at you as you come to stand yourselves at the entrance to the room. Her face is shrouded by a translucent veil, which reflects like the opalescence of a seashell.

"Who are you? Why are you here?"

Knowledge(Planes) DC 21:

This is a Noble Marid, Chaotic Neutral Outsider of the Plane of Water. 1 question for every 5 above 21.

Roll20 Map has been updated. Aldebert, I positioned you correctly, based on your post.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Greetings ma'am, I'm Aldebert, this is my brother Amiamble, that's Otah, Mahdi, Pent, and Rayhan. We're trying to get back to our home, yet we seem to be trapped here. Can you show us the way out? Where are we?" He leaves off their path of slaughter for now, though he does lower, but not put away, his sword.

Diplomacy: 1d20 + 13 ⇒ (8) + 13 = 21


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah nods at the congratulatory. "It's not quite a horsechopper, but Artel knew what he was doing."

The dwarf rounds the corner with the rest of the party, and his paranoid awareness turns to confused shock. "Uh, that's unexpected." His eyes scan from the woman's legs to her face.

"Hello!"

Nice to see my straight martial mobile build working when buffed and equipped correctly. :)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

1d20 + 12 ⇒ (12) + 12 = 24 Know (Planes)

Ami retreats behind his brother. "Brother, that's a noble Marid. It comes from the plane of water."

He lets his brother answer the questions because he knows his brother is the best at it.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent hears the initial greetings, taking in most of the moist that cloys his boys, then lays his surly sights on the marid's pearly whites. The gnome is stunned by the beauty that stands before them all, a sublime creature, a piece of peace in the chaos that so recently sought to burn them down to their nethers.

Pent licks his thumbs, and smooths his eyebrows to slightly less zig-zaggy, before himself addressing the water woman. His speech slips into the waters of Aquan, then crests into Common, then submerges, then surfaces, then sinks, then...

"Oh, my, but you are a wonderful surprise. The half is spot-on. We have been set down a long and winding road, full of fire and frustration, and we seek only answers, to where we are, and what we can learn, which would serve us in our struggle against Jhavhul, a genie who has plagued our peaceful existence on our home plane, in a town called Kelmarane. We mean you no harm, uh, Noble... uh, we would know your name, if it please Your Grace."

Diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29


1 person marked this as a favorite.
CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi moves to the doorway to at least see in, and offers a respectful nod but nothing more. Marids. So not his element.

He's not gonna mans-plane. Get it?: 1d20 + 19 ⇒ (8) + 19 = 27 (If he knows anything else of use)

He is also gesturing the babau sharply out of sight... for the remaining twenty seconds it has on this plane, anyway. The thing leers at him silently.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The noble marid gathers the responses, smelling each one like a flower in an odd assortment of a freshly-picked bouquet. "I am glad you have come, children of the Mortal Realms. Long have I languished in this place. I am a daughter of a line of rulers long gone from the Realm of Water. I am Shazathared." She nods respectfully at both Aldebert and Pent, the speakers for the group.

"Many of your lifetimes ago was I tricked and abducted by the efreeti prince who would now be consort to Ymeri, Queen of the Inferno. You already have his name- Jhavhul. He called upon mighty magic of the ancients to imprison me within this fountain." The noble marid gracefully circles the fountain, occasionally leaning outwards to demonstrate the limits of her prison. She smiles sadly when she's completed the circle, and comes to stand before you again.

"He wanted me first to entertain him, but as his lust for Ymeri grew, his interest in me waned until, finally, he ceased his visits to me altogether."

"I know not what occurred, but Jhavhul has not returned in these many centuries, and I long for the companionship of my kin. While I know little of this palace of brass, I do know that somewhere within it lies a source of immeasurable power—a potent artifact hidden somewhere in the palace above our heads. Someone has tried to steal it, so has brought down the curse that traps us all here. What it is I cannot say, other than that its presence feels like a malignant, choking algae on the surface of a spring pool." She pauses a moment, before she speaks to conclude her thoughts, now made public.

"Find this source and either destroy it or have it taken from this place, and I feel that the curse upon this realm will be lifted. And with it, my prison shall be weakened. Free me, and you shall be richly rewarded and gain the eternal friendship of the Marid Court."


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

As the Marid speaks, Ami and Yeen shuffle and snuffle out to explore the room, circling the fountain to explore as the party speaks with the Marid.

1d20 + 17 ⇒ (11) + 17 = 28 Perception
1d20 + 14 ⇒ (19) + 14 = 33 Survival

Just seeing if there is anything else of interest in the room.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Amiamble:

The room is easily more humid than the previous furnaces called rooms below. The lantern tasked to illuminate the room is definitely straining to do so, its brass fittings not rusting, necessarily, but flickering a little, with concerted observation.

The floor is decently wet of water that has yet to evaporate, as the marid's movements have splashed the floor, demonstrating that the water iteself is not imprisoned, only the creature herself.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert is fascinated by the woman's story - another curse! This Jhavhul has much against him.

"Our goal is this Jhavhul, and obtaining our own freedom. But if in this we can aid you, and enable your freedom, well so we shall. I think I speak for all of us when I say we shall help you. Jhavhul is a monster and must be stopped."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi nods in sharp agreement with Aldebert. "We've a bone of our own to pick with Jhahvhul. Do you know anything that might give us some edge with him, Lady Shazahthered?"

He gestures curtly at the leering babau and sends it back to its plane. This doesn't look likely to end in violence, and it's... uncomfortable to have the vile thing staring at him.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"Centuries? You've been stuck here centuries? Without so much as a book? You're made of sturdier stuff than I."

He nods after Aldebert's declaration. "Has anyone else visited you in your captivity? Other beings trapped here that you could tell us about?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami circles around and back to the party, finding nothing of interest. He huddles near his brother, waiting.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Mahdi wrote:
"We've a bone of our own to pick with Jhahvhul. Do you know anything that might give us some edge with him, Lady Shazathared?"

Shazathared sighs in relief. "Oh, that would be beyond wonderful, to see you noble creatures bring an end to this imprisonment. I know nothing of what lies above us, only what Zithic and his collective told me, when they were sane enough to hold reasonable conversation."

The noble marid addresses Otah directly. "They have been my only company as of late. I did hear them confront someone who called themselves Sammadar. That didn't go well for Sammadar, from what I gather."

Aldebert wrote:
"Our goal is this Jhavhul, and obtaining our own freedom. But if in this we can aid you, and enable your freedom, well so we shall. I think I speak for all of us when I say we shall help you. Jhavhul is a monster and must be stopped."

The noble marid considers for a moment, leaning down and over the small gecko rider. "You will be my champion, won't you? Release me from this tiresome existence? Then you will not go forward without some token of my gratitude. Once a year, I am able to grant a Wish, and this I give to you, halfling rider. May it serve you well." A mist of water swirls first around Shazathared, then drifts deliberately through the space between marid and halfling, before circling Aldebert in shimmering water. The mist dissolves away in seconds. Aldebert, that would be 1 Wish, taken now, or during a later audience with Shazathared.

She turns to address Mahdi again. "Would that I could grant each of you a Wish... I can certainly cast my magics upon you, if you visit me here. Perhaps I could be your oasis in this dry, metal place. I'm sure that you would be undisturbed in returning here."

In short order, the noble marid explains all the spells she can cast upon you. You only have to say the word...

Noble Marid's Spell Selection:

Spell-like Abilities (CL 20th)
At will—create water, detect evil, detect good, detect magic, invisibility, plane shift (marid and up to eight creatures, to Elemental, Astral, or Material Planes only), purify food and drink (liquids only), quench (DC 20), water walk
5/day—control water, gaseous form, obscuring mist, water breathing (other creatures only)
3/day—quickened cone of cold (DC 22), ice storm, quickened quench (DC 20), see invisibility
1/day—elemental swarm (water elementals only), permanent image (DC 23), persistent image (DC 22)

Spells Known (CL 10th)
4th (1/day)—dimension door, modify memory (DC 21)
3rd (4/day)—confusion (DC 20), displacement, glibness, haste
2nd (5/day)—cure moderate wounds, detect thoughts (DC 19), mirror image, suggestion (DC 19)
1st (5/day)—cure light wounds, grease (DC 18), identify, obscure object
0 (3/day)—dancing lights, ghost sound (DC 17), mage hand, mending, message, prestidigitation


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

"Brother, can you not wish her home? That's what you should do," Ami suggests to his brother, totally knowing that is brother is selfless and thinking of using the wish for his own gain.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Good idea brother." he turns to the woman, "Will that work? Can I wish your freedom? If not, I'll hold the wish for now, if I may. It may be that we'll need it is something untoward happens while we confront the denizens of this place."

"And, given time, I would confer with Mahdi here - he knows such things better than I." He looks to Mahdi for ideas. "But for now, let's continue on and see what we can find. I still have a few tricks up my sleeve. What do you say folks, shall we search a bit longer before taking our rest today?"


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Shazathared smiles sadly, as Aldebert offers to Wish her free. "My magic is not powerful enough to overcome the Binding of this fountain. Jhavhul encouraged me to try. He found a small pleasure in my failures. I have not been able to shift back to my plane, and have come to believe in my conversations with Zithic that planeshifting is not possible while we are bound to the Bayt. You are sweet to offer, master Aldebert. I will hold your Wish for you, as you desire."

From the rear, an old male voice joins the conversation. "I... I think I will stay and keep the beautiful Shazathared company, while you search the palace." Rayhan chirps, while clasping his hands. "Not every day you can entertain a marid of such nobility. The stories you must be able to tell, my Lady. It feels like I'll better avoid things 'untoward' that lie ahead..."

Shazathared does not decline Rayhan's offer, she gladly accepts his company, for however long that might be.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Aldebert wrote:
"What do you say folks, shall we search a bit longer before taking our rest today?"

Pent pulls his eyes away from the watery beauty, though the tidal pull is strong. "As you wish, master half. Sure wish we knew more about the lay of the land. Bah. Wishful thinking. We need to figure out wish way to go, on our own recognizance. Lead the way, Aldi."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert nods as Rayahn joins Shazathared, "Good idea."

"Well, if everyone is ready, let's head out." He'll first backtrack and examine the chambers where the fire elementals came from, the northern and southern areas.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami is ready to head out, wondering how she can claim to fulfill Aldebert’s wish when she can’t even fulfill the one he wants (which is to release her).

Ami pads out, then goes to his right (down on map) to explore.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"That is quite a gift!"

Impressed by the small one's generosity, the dwarf is dismayed but unsurprised that marid cannot use her power to break her bindings.

"Let's go."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The group excuses itself from the marid's fountain-prison, and returns to the investigations of this part of the Bayt.

The halfling brothers agree to head south first, then north. The rest follow close behind.

The southern chamber is relatively bare, save for a few sitting rugs on the floor and the slumped, mummified form of a long-dead humanoid wearing shreds of decayed leather armor and silk scarves. It clutches a thin silver wand in one hand. Across the room along the west wall are a handful of items strewn out carelessly- a gold urn encrusted with sapphires worth 2,500 gp, a half-melted crown of adamantine worth 500 gp, a cloak, a ring, a cold iron dagger, a 5-foot-by-10-foot carpet, a bag.

When the magically-inclined become magically-curious, certain items certainly glow of magical auras...

Wand, Spellcraft DC 22:

A Wand of Magic Missiles(CL 7, 18 charges)

Cloak, Spellcraft DC 20:

A Cloak of Resistance +2

Ring, Spellcraft DC 21:

Minor Ring of Cold Resistance

Cold Iron Dagger, Spellcraft DC 18:

+1 Cold Iron Dagger

Carpet, Spellcraft DC 25:

Carpet of Flying

Bag, Spellcraft DC 24:

Bag of Holding(Type II)
Within the bag, you find the following:
Spoiler:

a spell component pouch, 240 platinum pieces, and an extra set of equipment for azer mamluks—a suit of scale mail, a masterwork heavy steel shield, a masterwork warhammer, and 3 shortspears.

...

The northern chamber opens into a bare-walled The walls of this chamber are bare. A single door waits within the west wall of the room, which opens easily.

The floors of this dimly lit chamber are marred by scorch marks and smears of smoke and ash. Light is provided by an ornate brazier that burns in a small side room, standing before a tall tripartite reredos of cast bronze. The wings of the reredos exhibit images of burning warriors engaged in battle with beings composed of whirlwinds or water. The large central portion, however, bears an engraving of an ornate fountain in exquisite detail.

The reredos detects as magic, as well.

Reredos, Spellcraft DC 18, UMD DC 20:

Speaking the word Vigilance in Ignan should allow the viewer to see through the Reredos as if a Clairvoyance has been cast.

Roll20 Map has been updated


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert whistles low when he sees the deceased, "This poor bastard has been here a while." He helps to remove whatever his brother suggests, and lays the body out respectfully.

While the more intelligent examine the items he paces around the room. "We seem to be out of doors. I suggest we try the southern chamber on the western wall. After all, there's a door in the northern chamber at that spot. Maybe one in the southern too."

When folks are ready, he'll head back to that chamber and search for secrets along that wall. So certain is he, that he takes his time (take 20, just on that wall for a 33 Perception).


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

So certain is he, the halfling spends roughly two minutes on searching a wall, he is certain there is nothing one could call a door, secret or otherwise.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami and Yeen fetch the magics to lay at Mahdi's (but definitely not jerky-Rayhan's) feet, waiting for identification.

If offered, Ami would take and could use the cloak.

* * *

When that is does a long slow walk around the perimeter walls (north and south), looking for a way forward.

Take 20 Perception = 36.

Or maybe there are footprints that show a way.

1d20 + 14 ⇒ (11) + 14 = 25 Survival


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

A dawning realization occurs to all present, as the halflings struggle to find a way forward, that there is only one way to travel- back from whence you came. A return to the stairwell, and what lies below.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami continues to ignore the nagging nag-voice in his head (that keeps telling him that they have to go confront the be-piddlespotted beast in the stairwell) and looks for another way.

Nuh-uh, brain. Don't want to face that thing again.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Waiting on Mahdi to ID things before we head back downstairs...

Aldebert peers at the door to the stairwell. "We'l have higher ground at least." he says.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Sorry for the delay, busy work days. For OOC clarification, must our Aldebert's wish be made in the presence of the marid, or will she somehow know if we try to make a wish from somewhere else?

Mahdi boggles a little at the offer of a wish to Aldebert. "That's not to be taken lightly," he murmurs to the halfling. "Think well on what you'd like, that would be my advice. As for these items..."

Take 10, for a bunch of 29s. Mahdi will identify it all. Is the reredos a single use/single use per day/unlimited?

"Hmmn... dagger... cloak... oh! Carpet!" Mahdi's jaded self is actually impressed by the carpet, and he pats it in an appreciative fashion. "A fabled rug of flying! Quite a find. These other things are less impressive but still useful." Mahdi explains the use of all the items found.

"As for this reredos... I might be able to use it to see that beast below. Let's put everything into this sack-- it's a relic in its own right, of great power."

If the reredos can be used more than once a day, Mahdi will activate it to try and observe the Hell Centipede Thing. I can't Wall of Force again today, alas, so we'll need a good plan.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The Wish must be granted by the Marid, so you'll need to be in her presence when Aldebert chooses to claim his boon.

Mahdi activates the Reredos, and soon finds that his sight is limited. Over and over again, the fire mage presses the Reredos to observe anything other than this Hall, and time and again, he fails.

The Reredos is keyed, apparently, to the rooms of this section of the Bayt only. You can observe the fountain room, where Shazathared and Rayhan currently converse. You can observe the corpse room of the dead azer. You can observe the full length of the grand hallway, including the body of Sammadar. But nothing through the door to the stairwell. Odd that the Reredos would be so specific, but there you have it. It will likely loss all function if removed from this section of the Bayt, the Reliquary.

How do you proceed?


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert grips his blade, "If we must face what we once avoided, then we must. I'm ready to make the attempt now, though we could rest if people preferred. I don't know what kind of time we have, but it seems there is no pressure other than our desire to end Juhvals reign of terror."


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

"Hey, at least we're up high so it can shove us to our deaths." the dwarf grins.

He eyes he rug and grins. "That seems like it would be Mahdi's personal palanquin."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent enjoys the calm before the next storm, looking over the magical items so carelessly discarded by uncaring creatures in many, imagined forms, from ellies to genies.

When it's apparent they're meant to return back to the staircase, and descend again, the gnome looks back over his shoulder. Scuttling back to the noble marid, Pent petitions preparation.

"Oh, beautiful Shazathared, would you kindly grant us your gift of Grease? It may serve us slipping down the stairs, and past the big brute of a bug which waits for us below."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Shazathared fulfills the gnome's request, casting Grease upon Pent, for the duration of 10 minutes. She offers the same to four others, should they be so inclined to lard up.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert will take the greasing as well, though he's sure he'll be cutting his way out of the stomach of the beast with his dagger before too long. Still, it could help.

He'll then move down the hall, and when everyone is ready, he'll open the door to the stairwell.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami takes the grease, but inclines it for Yeen, fearing that the beautiful cat would lick himself sick.

He follows his brother down the hall, readying himself for a battle to the death.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent waves at Aldebert, wanting a decent listen at the door, before proceeding.

Perception: 1d20 + 22 ⇒ (15) + 22 = 37

The gnome speaks of what he detects, before stepping to the rear, and giving the universal sign for 'we're fooked' and 'proceed'. In gnome gestures, this is the same thing.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

I'm going to assume that Ami 'declines' it for Yeen, as that makes more sense, contextually.

GM Rolls:

1d20 ⇒ 15

Pent acknowledges quite heartily that the massive creature can't be too far from the large door, as it's audibly moving about. Depending on its senses, you gather that this should be a very direct confrontation, once the door is thrown open.

Then Aldebert does so.

The creature waits, coiled at the first landing directly in front of you. Its many legs begin to twitch in anticipation.

Initiative:

Aldebert: 1d20 + 1 ⇒ (3) + 1 = 4
Amiamble: 1d20 + 3 ⇒ (20) + 3 = 23
Mahdi: 1d20 + 10 ⇒ (14) + 10 = 24
Otah: 1d20 + 3 ⇒ (3) + 3 = 6
Pent: 1d20 ⇒ 16
GoI: 1d20 + 5 ⇒ (3) + 5 = 8

Round 1
Mahdi- 24
Amiamble- 23
Pent- 16
GoI- 8
Otah- 6
Aldebert- 4

Mahdi, Amiamble, and Pent are up!

Roll20 Map has been updated.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 1, Init 16

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Greasy, Blessing of Fervor, Heroes' Feast

Pent spares no time in asking Sarah WhereverShemaybe to help them overcome the monstrosity mere meters ahead of them. Cast Blessing of Fervor

Blessing of Fervor:

Choose from the Following:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Also, don't forget the daily blessings from the Heroes' Feast- +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. And those Temporary HP, if you've still got 'em...

Spell Preparations, Day 1 in the Bayt:

Level 0- Create Water, Detect Magic, Light, Read Magic
Level 1- Bless, Endure Elements, Liberating Command, Shield of Faith(2) Longstrider(D)
Level 2- PfE Communal, Resist Energy, Lesser Restoration(2), Spiritual Weapon(2), Cure Moderate Wounds(D)
Level 3- Invisibility Purge(2), Magic Circle v Evil, Prayer(2), Fly(D)
Level 4- Blessing of Fervor(2), Restoration, Summon Monster IV, Dimension Door(D)
Level 5- Air Walk Communal, Flame Strike, Plane Shift, Breath of Life(D)
Level 6- Heal, Heroes' Feast, Find the Path(D)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 1, Init 23

Ami begins to power up Yeen, readying the cat to follow the others into the fury of the beast.

Cast Divine Power through to Yeen.

Combat Stuff:

ACs: Ami: 27 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami:83/83; Yeen: 110/110 + 11 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*1,EE*0,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*1,RE*2)
Lvl 3: 3/7 used (mag vest*2,MCfE*1,InvisPurge*0)
Lvl 4: 3/7 used (AirWalk*1,DivPower*2,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Grimly, Mahdi calls the blistering speed of fire to bear once more...

Casting my last haste of the day, have fun, martials~


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The two squishies sit back and bring a little buff to their martials, while the cat is powered up, preparing for the double-sided evisceration ahead.

The monstrosity wastes no time, climbing the stairs effortlessly, and closes the distance it needs to lash out at its first prey- Aldebert, Opener of Doors. From 20' away, its stinger lashes out, stabbing with dripping venom into the halfling's armor.

Stinger Attack: 1d20 + 18 ⇒ (19) + 18 = 37 for 1d12 + 6 ⇒ (4) + 6 = 10 damage, plus a Fortitude Save DC 25

As the stinger penetrates, those close at hand can see flecks of adamantine lacing the creature's natural weapon.

Round 1
Otah- 6
Aldebert- 4(-10hp, Fort Save DC 25)

...
Round 2
Mahdi- 24
Amiamble- 23
Pent- 16
GoI- 8

Otah and Aldebert are up to finish Round 1, while Mahdi, Amiamble, and Pent are up to begin Round 2!

Roll20 Map has been updated.

Party Buffs
Blessing of Fervor
Haste
Heroes' Feast


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 4

Status:
HP: 104/114 AC: 25 (F22/T14) (magic vestment +2 included)(+3 from haste & blessings not included)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Haste
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 67/67 (DR 5/evil) AC: 26 (F22/T14) (mage armor +4 included)(+3 from haste and blessings not included)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Resist Fire (30), Bless
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Fort: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31 (heroes’ feast) vs DC 25

Aldebert uses Blessings of Fervor for +2attacks/AC/reflex saves this round.

”Otah, allow me to close first!” he shouts as the giant worm joins them.

Aldebert rushes through the door, straight at the writhing creature. He hopes his sacrifice does not land him in the belly of the beast, and he further hopes to pave the way for the others to close without threat.

Greatsword (magic): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25 (feast, haste, blessings) damage: 1d10 + 13 ⇒ (3) + 13 = 16
Gretiem Bite (magic): 1d20 + 14 + 4 ⇒ (1) + 14 + 4 = 19 (feast, haste, blessings) damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The giant centipedey creature shrieks as it awaits the incoming pair, leveling attacks on both of them. In doing so, demonstrating Combat Reflexes

Stinger AoO, Al: 1d20 + 18 ⇒ (3) + 18 = 21 for 1d12 + 6 ⇒ (12) + 6 = 18 damage, plus Fortitude Save DC 25 v Poison

Stinger AoO, Gret: 1d20 + 18 ⇒ (19) + 18 = 37 for 1d12 + 6 ⇒ (10) + 6 = 16 damage, plus Fortitude Save DC 25 v Poison

Otah up to finish Round 1, and Mahdi, Amiamble, and Pent are up to begin Round 2!


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Status:
HP: 104/114 AC: 25 (F22/T14) (magic vestment +2 included)(+3 from haste & blessings not included)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Haste
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 56/67 (DR 5/evil) AC: 26 (F22/T14) (mage armor +4 included)(+3 from haste and blessings not included)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Resist Fire (30), Bless
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Gretiem Fort: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21 (heroes' feast)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Gretiem wavers on his four feet, as the poison takes its first toll. The gecko suffers 2d6 ⇒ (3, 1) = 4 Strength Damage.

The gecko is suddenly enveloped in a shimmering emerald field.

Spellcraft DC 19:

Gretiem has been struck by a Dimensional Anchor.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 2, Init 23

Ami takes total defense as Yeen rides in to fight.

1d20 + 15 + 3 + 1 + 1 ⇒ (12) + 15 + 3 + 1 + 1 = 32 to hit; (bite,DP,feast,haste)
1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15 damage.

Yeen finds the creature too big to grab onto.

ACs this round: Ami 34. Yeen: 34.

Combat Stuff:

ACs: Ami: 27+1=28. Yeen: 23+4+4+1=32 (barkskin, mage armor,haste)
HP: Ami:83/83; Yeen: 110/110 + 11 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*1,EE*0,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*1,RE*2)
Lvl 3: 3/7 used (mag vest*2,MCfE*1,InvisPurge*0)
Lvl 4: 3/7 used (AirWalk*1,DivPower*2,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:

8,801 to 8,850 of 10,988 << first < prev | 172 | 173 | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rat Sass's Legacy of Fire - Gameplay All Messageboards

Want to post a reply? Sign in.