Legends of Katapesh - Legacy of Fire

Game Master justaworm

Date: Arodus 26th
In the bowels of Bayt Al-bazan
Ymeri's breath found.
Shazzathared and Iavesk friendly.
Karambagya friendly, as much as his sworn service will allow.
3 days to recover Impossible Eye before the Vizier orders party's death
Aliya friendly, currently with party

Loot Spreadsheet: Link
Xotani Tales: Tale 1, Tale 2, Tale 3,
Jahavhul Tales:Argbadh's Tale, Shazzathared's Tale,
Impossible Eye lore: Post
Wish Spell usage: Shazz post

Player Files: Maps and art


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Silver Crusade

Efreat wrote:
Also, I thought I still had shield and mirror image spells going.

There's a good chance. I was just pasting in Sarduakar's last status update.It won't matter in a second though.

The group cautiously exits the guest quarters (D13) to the large open outer courtyard. Paellat and Hazreem take point, slowly moving along the wall in an attempt to utilize the elevated apis torture device for additional cover. Without the amplified sounds of Vezzaresh's screams filling the courtyard, it is relatively quiet except for the steady clanging of a blacksmith's hammer and the low drum of noise from the business of the City of Brass beyond the citadel.

Bahir Stealth: 1d20 + 1 - 8 ⇒ (9) + 1 - 8 = 2

Despite Bahir's best efforts, the Paladin's armor and gear is making nearly as much noise as the blacksmith, and so the group slows down, timing Bahir's movement with the rythmic pinging of the smith. The kobolds in tow are equally quite unnerved to getting this close to fire giant territory, forcing Efreat to gently nudge them along to keep moving.

Shortly after passing by the grand staircase leading down to the gatehouse, the group reaches the corner threshold that marks entry into the inner courtyard area where their previous battle with fire giants and hell hounds took place.

Peaking around the corner, Pae and Hazreem observe that no one has tended to the victims of the earlier battle, which they hope means there is not much left of the fire giant gang, and they give the signal for the rest of the party to move up. The group scuttles along the western wall, passing a staircase leading up, and heads down the stairs heading back to the fire cult lizardfolk servant pens (C11).

Nerves on edge, the group lets a collective sigh of relief upon making it down stairs without attracting any further attention in the courtyard. Following the twisted paths back to Shazzathered's oasis, the group finally arrives and collapses in exhaustion to the floor.

Shazz is engaged in singing a sorrowful tale of a kobold hero who rose up against his efreet masters and lead a city-wide kobold uprising, eventually to be defeated only by the Grand Vizer himself. She smiles and playfully rolls her eyes as you trudge in with a new group of kobolds, but they immediately embrace their kin and sit and listen in awe as the stunningly beautiful genie weaves her tale.

Once she finishes Shazz addresses you all, "They are starting to worship me you know. Hmmm, could I become a new kobold goddess in the plains of Elysium?", she asks playfully. Indeed, the kobold do appear to be worhsipping her as the fountain wall is completely covered with every piece of random junk that the kobold could find.

"So tell me, what have you learned?", Shazz inquires.

Silver Crusade

While we are talking this out, please take the time to level up to 12. Woot!

Also, take a good look through party loot and see if there are any upgrades for your gear. I am not a strict WBL follower for sure.

Silver Crusade

Lastly, a reminder of the citadel environment that you've learned through exploration and combat:


  • Very hot (above 100F) - requires fire protection of some sort not to be fatigued
  • All Fire typed spells are maximized & enlarged
  • All Water typed spells require Spellcraft = [DC 20 + Spell Level] to be cast
  • Walls, floor, ceiling made from living brass - you know in molten form, contact with the trapped souls can also drain your own life essence
  • Being made for giants, the ceilings are generally 40’
  • Bright Illumination from Wall Mounted lamps pretty much everywhere throughout
  • Windows have iron shutters than can be closed if needed


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

Hazreem shifts into his human form and stretches his body out on one of the cushions, glad to be in his normal form now.

He rubs his temples and replies in an irritated voice. "The only thing we learned here is there is no way out, no one seems to have any clue what the Impossible Eye IS, let alone where it might be, and no one we ran into feels much like talking!"

Hazreem is just slipping into his grumpy old man stage now, he he. I will get him leveled up later today.


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat lets the fire build within him and then exhales smoke. Rising from his bed, Efreat feels the efreet power growing within him. Turning to Hazreem, "The only ones who want to talk are the slaves. Perhaps we should check out the temple next. Religious types like to talk."

when we're ready to leave, I cast mage armor, overland flight, and see invisibility.


Pae chirps up, clearly enthralled with Shazz, "Well, there was the whole finding another of Jhavhul's servants: Vezzaresh. He was being tortured in a giant brass apis; so much so that the courtyard was filled with his screams. He talked once we calmed him down. Though he didn't seem to know much about the Impossible Eye."

"Actually our best lead so far has been the creepy apparition that speaks in riddles. What were all the things it told us?"

Silver Crusade

Visibly astonished, Shazz responds "You let 'Vezzaresh the Cruel' live? You should have left him to suffer a thousand deaths in the apis, and even that could not make up for the things he has done through the centuries. While Jhavhul may have ordered him about, Vezzaresh clearly delighted in his cruelty."

"There is even another thing that you may not have thought of at play now. Jhavhul is clearly intent on resuming his efforts to awaken Xotani "The Firebleeder", perhaps the single most destructive spawn of Rovagug, second only in destruction to Rovagug himself. There is no second darkness, Runelord, crazy witch, serpent god, or other threat more serious than what you now face. Your world was nearly torn apart the first time Xotani was released. It took the combined sacrifice of thousands of soldiers causing enough a distraction for a legion of wizards to put it to rest. Even then, not a soul survived the destruction caused by Xontani's death."

"Are your people even capable of coming together like this now should Xontani be free again? I am not so sure ... Even worse, what if Xotani frees Rovagug himself from the Pit of Gormuz? Total and utter annihilation. There is no redemption for the followers of Rovagug. Jhavhul is s fool for thinking that he can control Xotani and not seeing that once Golarion is destroyed that other worlds won't follow."

"Your biggest advantage is that Jhavhul assumes you are still trapped in Kakishon. You five are his biggest threat. You must not let Vezzaresh escape this place and let Jhavhul know you are alive and seek to stop him. Not only must you find the Impossible Eye, and its significance to escaping this curse, but you must also now find and destroy Vezzaresh as well."

"Bahir, the weapon you wield, Tempest, is one of the few things that Jhavhul likely still fears. It was this same weapon wielded by Vardishal, Templar of Nefreeti, that nearly destroyed his plans ages ago, before Jhavhul was imprisoned in Kakishon. I sense that spirit within you as well; it is as if you are Vardishal reborn. From what you've told me so far, I can only gather that Vardishal was the only Templar not eventually corrupted."

"Rest well. You must continue and cannot fail. I can aid you with what limited power I have here, but should I be freed I will appeal to any who will listen in my homeland. Perhaps the Jann, and maybe even the Shaitan, can be convinced to lend aid as well."


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat considers the Princess' words, "Vezzaresh cannot escape any more than we can. We can use the scrying devise to locate him and deal with him. Then, we can continue onto the temple."

does anyone know where the face in the wall messages are located at?


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

Hazreem rises to his feet, a look of alarm on his face. "Eftreat, what if he was deceiving us and he knows of a way to bypass or surpress the curse of the Impossible Eye. If he does then we may be able to use that to escape as well. We have to track him down!"

To be honest, I do not remember letting Vezzaresh live here. I thought we had killed him.. Also I don't know why we would let him survive.

Also, Efreat I think now would be a good time to convert all this extra loot to upgrading our magic items too.


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Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

"As I remember it, the face said..."
First:
Despite the grime on the floor, the walls in here are fairly clean, particularly by the door. You can see your own reflections in the walls. As you look at the door to decide whether to go through it or attempt something with the grate high above, your reflection shimmers away and is replaced by the image of that wild-eyed Garundi man with long, white hair. He speaks quickly to you before his images fades again, returning your own reflection to you in the brass wall.

"As the Impossible Eye holds the secret of my escape, so do I hold the secret to yours. However, waters blessed of the gods themselves are necessary for success. Such a substance is illegal in the city but has been known to be kept as contraband in the troves of curtain unscrupulous groups."
Second:
As you ascend, you are greeted by a familiar face. In the side of the brass ziggurat appears the image of the white haired Garundi man who quickly speaks to you. "A fiery orb from days of old lies suspended between brass and sky, yet hidden from mortal eye. It is the key to your quest. In ancient adoration did this fiery heart lie, and only by heart's blood of the true believer can the way be opened." As quickly as he appeared does his once again vanish.

I couldn't find any others.

Silver Crusade

Vezzaresh Encoutner End (link) Indeed, you charmed him, questioned him, and let him stay put.

Here are the strange apparition quotes:

Strange Image wrote:
  • "This palace is accursed, an inescapable trap devised by the grand vizier of the sultan's court. I have not the time to tell my tale, though a tale worth telling it is, but I too am a victim of this eternal prison and grow weary of its confines. We will speak again. If you would be free, then heed my words well, for we may each hold the key to the other's escape."
  • "The secret of the brass ship is in the divine fire that guides its way. Light the prow or the waiting post with the flame that cannot be quenched."
  • "An eye of brass was forged of old to grace the grand sultan's court. This eye could pierce the veils of secrecy, distance, and time with its impossible gaze to bring the grand vizier of the grand sultan tidings for his master's ear. ThisImpossible Eye is that which binds us even now, but it was stolen and now lies within these very walls, the cause of out imprisonment and the means of our escape."
  • "As the Impossible Eye holds the secret of my escape, so do I hold the secret to yours. However, waters blessed of the gods themselves are necessary for success. Such a substance is illegal in the city but has been known to be kept as contraband in the troves of curtain unscrupulous groups."
  • "A fiery orb from days of old lies suspended between brass and sky, yet hidden from mortal eye. It is the key to your quest. In ancient adoration did this fiery heart lie, and only by heart's blood of the true believer can the way be opened."

Here is a clue from Vezzaresh.

Vezzaresh wrote:
"There is a shrine to Queen Ymeri, the Queen of the Inferno as they call her. It is said that inside there is a crystal orb which burns with a raging inferno. Though few, if any, have been inside to confirm this. This may be the fiery orb that this spirit you mention is referring to. The shrine is up above at the top of the palace."

Edit: Adding the following from Vezz encounter. You left him in the minaret just off the courtyard. I kept this area blocked out on the PC map because I didn't catch that you went into it. Also, as far as you know he should still be charmed. Though who knows in this place.

Scarab Sages

Bahir shakes his head, "Are you all suggesting that we slay someone who was a prisoner and just been tortured to madness? I agree that we must speak to him and see what his intentions are after this. Will the charm cause him to answer truthfully?" The paladin looks to Shazz, "Your words hold great weight and if he is truly irredeemable than we shall stop him from doing more harm." He places a hand on his sword's hilt, "Vardishal was silent in the presence Vezzaresh, perhaps now that he has been named his evils against the Templars will be made known and clear to me." Addressing Shazz again, "I share your concern. There is no greater evil than He Who Was Banished in the Pit. We will do everything in our power to stop Jhavhul. Our path is made clear by Sarenrae's Light."

Silver Crusade

Shazz composes herself and replies, "Forgive me Bahir, but I do not share your ideal that any of the efreet are capable of anything other than slaughter and debauchery. Though, you are correct in that you had no way of knowing who was in the torture apis, and so I do commend you for your compassion and curiosity. Vezzaresh in particular is loathsome to me as he took pleasure in harassing me once Jhavhul lost interest in my tales and stopped visiting."

"Whether Vezzaresh is a servant of Rovagug or simply continuing as Jhavhul's lapdog I surely could not say. Jhavhul and his minions have not made their presence known here in quite some time. However, I think it is safe to say that this one in particular is beyond hope and reason. Once your charm is broken, he will seek you with a vengeful pride and spare you no mercy."

Shazz then smiles and beckons you to look down upon one of the kobold. "He has something he wants to give you. He found it while searching the "good smelling" pit at the staircase for food."

A kobold shyly approaches you and opens his hand revealing a gold ring with fire red rubies inlaid around the band. "Hopefully, we won't be needing it in here," Shazz says. "It should protect you quite well from fire".

Indeed, after proper inspection is seems to be a ring of minor fire resistance (10).


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa nodded at Efreat.
"Yes, the Temple would be a good place to search next." She said after considering possibilities.

Scarab Sages

"While I do not wish to take any more time than necessary, I would also like to free any more prisoners while we are here. Who knows how many more there are and they might also be invaluable allies in our quest to defeat Jhavhul. Removing that curse from that genie could be of great help."

Silver Crusade

Hazreem Al'Shakar_1 wrote:
"The only thing we learned here is there is no way out, no one seems to have any clue what the Impossible Eye IS, let alone where it might be, and no one we ran into feels much like talking!"

Shazathared told you what the Impossible Eye was when you first met her. I went back to read to make sure she didn't promise you a wish before freeing her and caught this as well.

Shazathared wrote:
Her eyes widen at the mention of the Impossible Eye. "Then it was the Impossible Eye that was stolen. Even in my realm I have we heard of this artifact, a cherished and valuable item kept by the Grand Vizier right here in the City of Brass. It is a powerful magical mirror that allows those who have mastered its usage to perform great feats. I've heard that you can ask the mirrors questions and it will respond, allow you to see elsewhere in the world, even across planes. They say it can predict the future as well."

So, you are looking for a giant mirror basically.


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

GM Justaworm, thanks for the refresher there. Hazreem was just being a grumpy old man there. Seriously, being this far apart from his native desert climes has been hard on him and he is lashing out in frustration more than anything else.

Hazreem nods in agreement. "Yeah, I think that genie would be very useful once we face Jhavhul, but tracking down every prisoner in this Gods-forsaken place will lead to our deaths." His expression grows determined as he adds, "We should track down Vezzaresh and kill him. Sorry Bahir, but Shazathared is right. We CANNOT afford to risk warning him of our survival and charm spells are a flimsy guarantee he will aid us further. Once he has been dealt with then we search the Temple."

Scarab Sages

Bahir's jaw clenches but he just as quickly relaxes, "And hunt him down we shall, but surely you don't suggest we just kill him in cold blood? I understand his crimes are great but he has not provoked us and killing for revenge is a path that will take us from the light. If he is unrepentant than that will be clear enough when we speak with him after freeing him from the charm. Perhaps I should face him alone to see if he raises a hand against one of us where he would not against us all."

Silver Crusade

No problem! I am trying to keep in line with the story as presented to you all already as much as possible, and so as I am reading through your past I figured you all could use the same reminders since so much time has gone by since you all started even this book. I am trying to find balance between dropping reminders of things your characters would know in their time and not over-spoon feeding you all. :)

For instance, I think Bahir picked up on this a long time ago, but I am not sure how fresh it is to you. You characters would probably have realized that you are actually looking for two things, not just one. The Shazz and strange image conversations have hinted to that. :)

Silver Crusade

also, I find grumpy old druid quite entertaining


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa laid her hand on Bahir's arm.
"Let there be no talk of facing him alone." She said frowning.
"We need only dismiss the enchantment laid upon him, and he will reveal his character. Such a creature that Princess Shazatherad has described cannot help himself."


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat shrugs as if it doesn't matter, "I can dismiss the enchantment with ease once we find him. Once you gage his worth, we can deal with him."

Silver Crusade

once you all are ready, I need your daily buffs / fire protection and a decision on where you all are headed.


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

Hazreem nods, "Fair enough. We should return to the courtyard and see if we can find his trail from there. If not then the shrine to Ymeri is at the top of the palace. We just need to find the way there."


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa casts Endure Elements on herself and Spooky.


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Wasn't there a scrying device right near the genie princess? I distinctly remember using it to try and scry on Haleen and my mother.

Silver Crusade

There is one very nearby. It is in the secret room just north of the fountain room [B4 on PC map] where the fire elementals came out.

Edit: If you want to attempt to use it again, go ahead and roll Spellcraft and Knowledge(arcana) checks to see if you better understand its function with your newly gained power.


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat goes to the scrying room and studies the device again.
spellcraft and know(arcana):1d20 + 16 ⇒ (19) + 16 = 351d20 + 16 ⇒ (10) + 16 = 26

Scarab Sages

Bahir asks Efreat and Hazreem, "Would you mind us taking a quick detour and trying to cure the djinn first?"


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

"I would not be opposed to such a venture; however, allow me to scry him as well to ensure that he remains where he last was."
add the djinn to my scrying list

Silver Crusade

Efreat heads to the reredo scrying device with a host of enamored kobolds in tow. They marvel in awe when he steps through the illusory wall into the ancient chamber.
A cacophony of high pitched Draconic then erupts as the kobolds begin daring each other to walk through the solid brass wall. The leader apparent, a blue accented kobold named Meeko, bravely walks through the illusion a few times and is rewarded with a number of "oohs and ahhhhs".

Efreat studies the device intently for what seems like an eternity to the kobolds, who each take turns giving him sound advice like, "Lick it here! No, poke it there! Sing to it! Break it! Shoot it with fire!"

Finally Efreat determines how the device works.

Efreat:
Upon speaking the command word, "Khofu", the large fountain carving in the central portion of the reredo will show you the contents, including inhabitants, of any room in the treasury. Sadly, as you cycle through the chambers you realize that the treasury really is as bare as you left it. You also get the sense that if the reredo were taken to far away from this area, it would probably cease to function. Also, it has no ability to scry on any other rooms within the citadel.


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa ponders just exactly what it would take to cure the djinn...
Heal: 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge:Arcana: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15

Silver Crusade

Based on your recollection of interacting with him. You can easily guess that at a minimum he is affected with a feeblemind spell.

You know that it will take a spell such as heal, limited wish, miracle, or wish to break the enchantment. Those spells would also have a good chance to cure other issues he may also be suffering from, like insanity or severe depression, but you may also need a remove curse if he happens to also be cursed.


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreats leaves the room frustrated, "The reredos only shows the vault and not the rest of the complex. Guess we'll just have to find them the old fashion way."

Silver Crusade

Mah'ysa: Feel free to redo spell selection based on the knowledge of what is probably affecting the djinni prisoner. You would have made that check before spell preparation. Don't forget that you can always leave spell slots open for preparation later in the day as well.

I believe someone wanted to speak with dead on the elf assassin as well. Whoever was going to cast it can feel free to fix their spell selection for that as well.

Where to? And what route are you taking?
PC Maps of Bay Al-Bazan


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

Hazreem grabs his equipment, making sure everything is secured before turning to the others. "I think we need to return to the courtyard first by the way we came down here. Once we reach there...I think we need to be cautious. No telling whether Vezzaresh is still charmed or not. In any event, he would probably head to the fire giants who still man the barracks, then to the throne room to wait for his master." His tone is mirthless as he adds, "Should we catch him there, we will give him a chance to...prove himself."

Turning to Mah'ysa he adds, "While you have the capability of removing the genie's condition, we should make sure the courtyard is clear before we try to reach the genie. That elf assassin may also hold some answers as well."

As he prepares to leave he nods to Princess Shazatherad. "Thank you again. We shall return soon."

At this point Hazreem is not wild-shaped. I suggest we travel via vaults then over the magma river, up the garbage chute, then through the barracks until we reach area D5.
.
PS: GM Justaworm, where did we dill the elf assassin?

Silver Crusade

you fought the elf assassin in E14

also keep in mind that you can easily reach the djinn's cell by crossing through the molten brass trap room (C8).

Will wait for consensus before continuing ...


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

I'm good with the plan. Also, I'll cast energy resist (fire) on anyone that needs it.

Scarab Sages

Bahir will accept a Resist Energy(Fire) from Efreat. He will also cast Endure Elements on himself. I have updated my spell list.

"Yes, that seems to be the best route. I do not wish to test my abilities on dodging that molten ceiling again if we can avoid it."

Ok, ready to go, let's do this!

Silver Crusade

Depending on how things go, Mah'ysa can tweak her spells for the Djinni. But first ...

After a pleasant meal created by Shazathared (though the kobolds would gladly share leftover Get of Iblis with you), you spend time in meditation and prayer preparing for the challenges of the day.

You board the covered brass barge for a cruise down the lava tunnel and begin discussing your next course of action. Shortly after entering the tunnel your talks are interrupted!

With almost no warning, a huge figure violently bursts forth from the lava and attempts to capsize the ship. You hear in your heads, "My mind is my own once again disgusting mortals. I hope you enjoy a nice swim."

Bahir Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Efreat Perception: 1d20 ⇒ 4
Hazreem Perception: 1d20 + 21 ⇒ (6) + 21 = 27
Mah'ysa Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Paellat Perception: 1d20 + 24 ⇒ (2) + 24 = 26

  • Everyone attempt a Reflex save (DC15) to avoid being knocked off balance (and prone). Hazreem and Pae get a +4 bonus for noticing in time to brace themselves somewhat.
  • If you fail the first Reflex save, you need to make another Reflex save (DC12) to avoid falling off the boat into the lava. (Slippers of spider climb, or something similar, will negate this save.)
  • First we will what happens here (who is swimming, who is prone, etc.) before starting the first round, but you can roll you initiatives now.

Its been 7 months now since your last combat. Welcome back!

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 95/95
Bahir 152/152
Hazreem 134/134
Paellat 107/107
Efreat 106/106
NPCs:
Spooky 15/15

Conditions in effect:
----------
Long Term:
Efreat: Mage Armor - 12/12 hours remain
Efreat: Overland Flight - 12/12 hours remain
Efreat: See Invisibility - 2/2 hours remain
Mah’ysa: Ensure Elements - 24 hours remain
Spooky: Endure Elements - 24 hours remain
Bahir: Resist Fire - 2/2 hours remain

Short Term:
Efreat:
Paellat:
Hazreem:
Bahir:

Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140deg)
Bahir: Resistance 30 (Ring of minor fire resistance 10, Resist Fire - Efreat),
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140deg)

Special Item Uses
----------
Hazreem: Wild Shape - 0 used today
Bahir: Divine Bond - 0 used today
Bahir: Lay on Hands - 0 used today
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 5 uses this week (5th day)
Pae: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Bard Song - 0 rounds used today
Mah'ysa: Lesser Prayer Beads - Bless 0/1; Healing 0/1 used today
Mah'ysa: Staff of Courage 0/10 charges used

Spells Cast
Efreat: Mage Armor, Overland Flight, See Invis.
Mah'ysa: Endure Elementsx2


Ref #1: 1d20 + 17 + 4 ⇒ (3) + 17 + 4 = 24
Ref #2 (if needed): 1d20 + 17 ⇒ (4) + 17 = 21

Paellat quickly reacts to the danger by crouching low and hold onto a pole, steadying himself.

Initiative: 1d20 + 9 ⇒ (7) + 9 = 16


Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
Resources:
Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

Wow, 7 months? How time flies :)

Reflex save #1 DC 15: 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32 saved.

Hazreem grips the side of the boat tightly as the figure tries to dunk the party. Even as the others hang on for dear life, he cannot help but mutter sarcastically. "I hope this is enough to prove his true intentions..."

Initiative: 1d20 ⇒ 20

Well, there goes his great rolls for the day :P


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Mah'ysa has Heal, added Remove Curse and Speak with Dead.

Ref Save: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 Save!
Mah'ysa easily rides the boat like a surfboard as the efreet tried to flip it over.

Silver Crusade

Oops, Mah'ysa should have had a bonus +4 too, but no matter. Somehow, I only picked out the 14 and not the 34 in the perception check. :)

Scarab Sages

Reflex save :1d20 + 12 ⇒ (1) + 12 = 13 Lol, with you all rolling 20's, I called that roll of a 1 before I even posted.

2nd Reflex save: 1d20 + 12 ⇒ (2) + 12 = 14 Wow, If those rolls had been reversed I would be swimming...

Completely taken off guard by the attack, Bahir is knocked clear off his feet and only barely manages to catch himself with one hand before he plunges into the molten magma. As it is, he dangles half off the boat!

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Silver Crusade

Hah, when I set those DCs I was going for something more cinematic rather than lethal. It would have been a nice swim for sure ... it still may! :)


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat is startled by the barge moving but levitating slightly above it, he is not affected.
I have overland flight active so I typically fly a foot off the ground. Initiative:1d20 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Pre-Round 1 Post:

Map Link

Map Note:
You will likely want to zoom in on the map to better see, and you should be able to move your character as needed. If you are on a phone or something difficult to manipulate the image with, you can describe your movement to me and I will take care of it. Be gentle with dragging, as there are other objects (like the grid lines) that can be accidentally moved too.

Remaining Rolls:
Mah’ysa Init.: 1d20 + 4 ⇒ (17) + 4 = 21
Vezzaresh Init.: 1d20 + 7 ⇒ (14) + 7 = 21
Spooky Reflex: 1d20 + 10 ⇒ (14) + 10 = 24 Spooky runs below deck to find a safe place to hide

Initiative:
21 Mah’ysa
21 Vezzaresh
------------
20 Hazreem
16 Paellat
11 Bahir
5 Efreat

DC18 K(Planes) Efreet:
Most common Efreet have a limited, but powerful set of spellcasting abilities, including scorching rays, invisibility and wall of fire. They can also change size or even shape-shift if they desire. They are immune to fire and vulnerable to cold.
If pressed, they also have the ability to grant wishes, though efreet generally like to twist their granted wishes as much as possible.

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 95/95
Bahir 152/152
Hazreem 134/134
Paellat 107/107
Efreat 106/106
NPCs:
Spooky 15/15

Conditions in effect:
----------
Long Term:
Efreat: Mage Armor - 12/12 hours remain
Efreat: Overland Flight - 12/12 hours remain
Efreat: See Invisibility - 2/2 hours remain
Mah’ysa: Ensure Elements - 24 hours remain
Spooky: Endure Elements - 24 hours remain
Bahir: Resist Fire - 2/2 hours remain

Short Term:
Efreat:
Paellat:
Hazreem:
Bahir: Prone

Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140deg)
Bahir: Resistance 30 (Ring of minor fire resistance 10, Resist Fire),
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140deg)

Special Item Uses
----------
Hazreem: Wild Shape - 0 used today
Bahir: Divine Bond - 0 used today
Bahir: Lay on Hands - 0 used today
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 5 uses this week (5th day)
Pae: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Bard Song - 0 rounds used today
Mah'ysa: Lesser Prayer Beads - Bless 0/1; Healing 0/1 used today
Mah'ysa: Staff of Courage 0/10 charges used

Spells Cast
Efreat: 1st: 1 | 2nd: 2 | 5th: 1
Mah'ysa: Endure Elementsx2;

-----------------

Mah'ysa, lead us off!


Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

Knowledge (planes): 1d20 + 14 ⇒ (5) + 14 = 19

Alarmed, Mah'ysa screamed "Bahir!" and cast Angelic Aspect (Defensively: Concentration: 1d20 + 11 + 5 ⇒ (6) + 11 + 5 = 22).
Her form blazed forth with a wispy firey aura, and wings sprouted from her back as she lunged forward to grab Bahir and haul him back into the boat.
Str check: 1d20 + 1 ⇒ (6) + 1 = 7

Silver Crusade

With Angelic love and fury Mah'ysa pulls Bahir back onto the deck (prone) from certain lava-filled death.

”Grrrrrrraaaaaaahhhhhhhhh!” The enlarged Vezzaresh roars in anger as the barge strongly resists his attempts to capsize it. Despite nearly losing Bahir into the lava, you know that it should have been a lot worse given how hard the huge efreet slammed the side of the barge. The ship must be magically stabilized to some degree, though whether it is completely immune to sinking or not is something you don’t want to find out the hard way.

"Ymeri mənim şahid olduğu kimi , mən sizin qarayanıq sümükləri iliyi sormaq edəcək !"

Ignan:
”As Ymeri is my witness, I will suck the marrow from your charred bones!” (Ignagn->Azerbaijani)

With lightning quickness, Vezzaresh unleashes 3 rays of searing flame at Mah’ysa, Bahir, and Efreat (you’ve fought enough efreet to know this as their quickened scorching ray ability). Immediately afterwards, like a boy splashing his friends on a day at the lake, he drags his massive arm across the top of the lava creating a large splash-wave that flies into the open side of the barge. While the ship provides some cover, you are all subject to a flying lava ranged touch attack.

Scorching Ray Attacks:
Range Touch vs. Mah’ysa: 1d20 + 11 ⇒ (20) + 11 = 31 Hit for 24 Fire damage
RT vs. Bahir: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 Hit for 24 Fire damage - 0 pts after fire resistance (FR)
RT vs. Efreat: 1d20 + 11 ⇒ (11) + 11 = 22 Hit for 24 Fire damage - 4 pts after FR

Lava Splash Attack: (partial cover already factored into reduced attack bonus)
RT vs. Mah’ysa: 1d20 + 6 ⇒ (19) + 6 = 25 Hits.
for Fire Dmg: 3d6 ⇒ (1, 2, 6) = 9 plus secondary burn
RT vs. Bahir: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13 Hits (all damage negated by FR)
RT vs. Efreat: 1d20 + 6 ⇒ (3) + 6 = 9 Miss!
RT vs. Paellat: 1d20 + 6 ⇒ (4) + 6 = 10 Miss!
RT vs. Hazreem: 1d20 + 6 ⇒ (20) + 6 = 26 Hits.
for Fire Dmg: 3d6 ⇒ (2, 4, 5) = 11 plus secondary burn

Secondary Lava Burn:
Mah'ysa: 1d3 ⇒ 2 rounds
Hazreem: 1d3 ⇒ 1 rounds

While the barge appears to be magically enhanced with Endure Elements and some sort of stability, the open sides do little to keep lava out. Lava pools around the floor of the barge, and any movement trying to avoid lava requires an Acrobatics DC 12 check. If you fail the check, or don’t bother to avoid the lava, you then take 2d6 fire damage + 1d6 for 1d3 rounds after.

Lava damage note:
Lava clings to you and continues to burn. If struck by lava you will take the noted damage on the first round, and then 1d6 fire damage for 1d3 rounds afterwards. This additional 1d6 will be cumulative for each previous lava source that caused it.

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 62/95
Bahir 152/152
Hazreem 123/134
Paellat 107/107
Efreat 102/106
NPCs:
Spooky 15/15

Environment:

  • DC12 acrobatics check to move and avoid lava due to lava pools on the floor of the barge. Take 2d6 Fire damage if fail or do not try to avoid lava.

ACs
Mah'ysa 23/T17/F18
Bahir 29/T12/F28
Hazreem 21/T12/F19
Paellat 22/T17/F17 (+4 vs traps)
Efreat 20/T17/F17 (w/ MA up - 18/15/15 normally)
NPCs:
Spooky 15/T15/F12

Conditions in effect:
----------
Long Term:
Efreat: Mage Armor - 12/12 hours remain
Efreat: Overland Flight - 12/12 hours remain
Efreat: See Invisibility - 2/2 hours remain
Mah’ysa: Ensure Elements - 24 hours remain
Spooky: Endure Elements - 24 hours remain
Bahir: Resist Fire - 2/2 hours remain

Short Term:
Efreat:
Paellat:
Hazreem: 1d6 lava 1 rnd
Bahir: Prone.
Mah'ysa: Angelic Aspect; 1d6 lava 2 rnds

Heat/Fire Resistance:
----------
Mah'ysa: Endure Elements (Spell/24hrs - 140deg)
Bahir: Resistance 30 (Ring of minor fire resistance 10, Resist Fire),
Hazreem: Endure Elements (Desert Endurance - 140deg)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell/24hrs - 140deg)

Special Item Uses
----------
Hazreem: Wild Shape - 0 used today
Bahir: Divine Bond - 0 used today
Bahir: Lay on Hands - 0 used today
Pae: Bag of Tricks[Max 10/wk;2/day]: 0 uses today; 5 uses this week (5th day)
Pae: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Slippers of Spider Climb - 0/10 minutes used today
Mah'ysa: Bard Song - 0 rounds used today
Mah'ysa: Lesser Prayer Beads - Bless 0/1; Healing 0/1 used today
Mah'ysa: Staff of Courage 0/10 charges used

Spells Cast
Efreat: 1st: 1 | 2nd: 2 | 5th: 1
Mah'ysa: Endure Elementsx2; Angelic Aspect

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