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Paizo / Messageboards / Paizo Community / Gaming / Play-by-Post / Zoomackulas's Legacy of Fire     Recent Posts
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Zoomackulas's Legacy of Fire
Hazreem Al'Shakar,

A 05 Necrophidious-Fight 2 avatar

Hazreem watches as the others enter the rooom. When all have entered, he takes up a position in the doorway itself, ensuring their only avenue of escape isn't denied them.

He calls to Bahir just loudly enough to be heard "Bahir my armoured friend. My senses are tingling with danger in thsi place. There would have to be a reason this rooms is so untouched by the beasts. Be wary"

Andoran Zoomackulas Eichendar (Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber),

Dragoncover avatar

The group moves into the room slowly seeking signs of danger but to your great relief none present themselves. The room's musky old paper smell is a little overpowering but not as bad as some of the smells you have incountered in this ruined monastery. With Hazreem stationed at the libraries entrance watching for unwelcomed beings the rest fan out and search for anything of interest. After a period of time and many books falling to dust in your hands, Efreat finds one book that is preserved. On the red covered book is the simple title Court of Stone and Flame. It seems like a normal book with no magiacal properties that anyone checking would find. A quick scan through the book gives an indication the book is about geniekind and to a collector the book would be a great find and many coins would be given for it. Nothing else turns up in the room and everyone is glad, time to rest for awhile before resuming your mission. A small fraction of the monastery is left to search and it should not take to much time to finish before the caravan arrives with the expectation of a safe place to make homebase before the next step in opening Kelmarane to trade again......

Spoiler:
Ok a quick rest and recharge for your pc! Next post I will move you on to finish this part up, there is really only one major encounter left and one small one depending on where you go looking. Consult the map and let me know where you are resting(what are you doing while resting?) and where you are going. I will move you along if there is nothing to see or what not.

Hazreem Al'Shakar,

A 05 Necrophidious-Fight 2 avatar

I'm guessing that since our cleric already stareted to resancify the area, we would probably set up camp in the chappel. I'm happy to go on watch whenever. It's still daylight I believe so setting a fire shouldn't be necessary. Is that correct Zoo?

Andoran Zoomackulas Eichendar (Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber),

Dragoncover avatar

Hazreem Al'Shakar wrote:
I'm guessing that since our cleric already stareted to resancify the area, we would probably set up camp in the chappel. I'm happy to go on watch whenever. It's still daylight I believe so setting a fire shouldn't be necessary. Is that correct Zoo?

Spoiler:
Yes it is still light out for about an hour or so yet, around dinner time.

Efreat 'al Inferis,

A 15 Hs Thassilonian Ambass avatar

After starting a cooking fire, if needed, Efreat will read the book discovered in the library.
I'll take a watch if we rest more than 8 hours.

Andoran Zoomackulas Eichendar (Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber),

Dragoncover avatar

Your group takes plenty of time to rest and recharge from earlier actions, each doing his or her own thing but still staying close to the group for protection. Efreat takes this time to look through the book found in the monasteries library, Court of Stone and Flame. The book main topic is geniekind and other related things to genies. A few chapters deal with a group of five powerful genies from antiquity called the Templars of the Five Winds. They have not been heard from for centuries but some travelers in the northern reaches of Katapech and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance. Legend tells that the Templars defeated a great evil hundreds of years ago near the Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind and each wielded a distinct, highly potent magic weapon. Davashuum represents the fury of winds from all directions and wields a powerful quarterstaff, Kardswann, the south wind with an elaborate greataxe, Pazhvann, the east wind with a tremendous burning flail, Vardishal, the north wind and Zayifid, the west wind and carries a razor sharp scimitar. These great heroes of geniekind are said to be enemies of the cult of Rovagug, god of destruction. Many tales are recounted in this volume about triumphs in battles against the spawn of that vile religion. The Templars themselves are jann, mortal genie-spirits dedicated to no paticular element. For some reason these jann cannot die, though none have been seen in centuries. The Templars served a powerful dijinni princess named Nefeshti, a great genie noble whose designs upon Osirion and Katapech have had good and bad consequences. Another chapter talks about a shamed member of the efreet nobility of the City of Brass named Jhavhul. The city is the famed location on the Plane of Fire. It goes into how he ventured to teh Material Plane in search of an army and a legacy to raise hes standing, during which time he and his armies warred against the Templars of the Five Winds, but that he was never seen in the City of Brass again.......

Rested you set off to resume your quest to clean this holy place of evil and make it an staging place for the next part of your mission, the opening of Kelmarane to trade. For awhile its seems you have completed your job finding nothing but dust and grime to fight until you find the Shrine to Vardishal, one of the Templars Efreat points out as you enter the room. A statue of him is standing along the wall of this room, a warrior with its face marred by what looks to be numerous blows from an axe as well as his arms as if someone tried to hack them off. About to leave this room as the statue is the only thing of interest here unless one wanted to take time to scrape all of the gold off the walls, a secret door is found behind the statue and a set of stairs leading down into what would be the monasteries undercrypt. Desending into the bowels of the monastery you find yourselves in a enormous chamber that once served as a laboratory. Against the north and south walls are two identical daises raised about five feet from the laboratory floor, each accessed by a wide set of curved stairs. Atop each dais is a wide workbench covered in a bewildering series of beakers, tubes, alembics, athanors and other alchemical tools. some of these containers are filled with a murky green substance. A massive mold-encrusted basalt table dominates the entrance of the room, flanked by two small tables to the east and west containing surgical tools and sheaves of old parchment. The walls of the subterranean lab were clearly fashioned from the living rock under the monastery, but carefully cut mold-encrusted tiles line the floor, interupted occasionally by mental drains the size of dinner plates. As you move further into the room some of you think you see the liquid quiver ever so slightly contained in the glassware and jump back as the liquid jumps out at all of you. The liquids look like sloppy , near-liquidfied plant matter festooned with tiny mushrooms and patches of sickly green and mustard hued mold..........

Spoiler:
Roll Init, state actions and roll some dice. You are not surprised! Efreat, you gain a +4 on making knowledge checks related to geniekind for reading the book!

Daumari,

Templeofzyphus Final avatar

Never one to put much faith in historical happenings, Daumari grudgingly admits to himself that the tome Efreet found had proven useful. At least minimally, he thinks to himself; perhaps I should have paid more attention to the lessons Father attempted to teach me...

The ranger's train of thought is interrupted as the mass erupts from the alchemical equipment of the lab. Despite flinching at the sudden commotion, Daumari remains cool-headed and quickly considers the situation.

OOC:
As basic Knowledge checks don't take any time, I'll wait to see what Daumari knows about the attacker before stating further actions.

Initiative Check

  • 1d20 + 1 ⇒ (12) + 1 = 13

    Knowledge Skill Check
    Identify Creature and Abilities

  • 1d20 ⇒ 19
  • (19) + 7 = 26 (nature)
  • (19) + 6 = 25 (dungeoneering, geography, history)
  • Osirion Bahir al-Asim Abdul Shihab,

    8 Hp Rescue Ambush Final avatar

    Spoiler:
    Perception: 1d20 - 1 ⇒ (20) - 1 = 19
    Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

    Bahir leading the way with Daumari, makes to pass the table to take up a central defensive position while the others investigate the contents of the room thoroughly. He turns as he hears a gasp to face the squishy nightmare apparently attacking them. Bringing his shield to bear to hopefully deflect the monstrousities attack he yells, "Behind me quickly! This may not be something our blades can cut or slay. I'll provide cover while your magics make short work of it."

    Efreat 'al Inferis,

    A 15 Hs Thassilonian Ambass avatar

    Efreat smiles as he levels his hand at the creature.
    Stand: fire ray 1d20 + 2 ⇒ (5) + 2 = 7

    1d6 ⇒ 3

    Hazreem Al'Shakar,

    A 05 Necrophidious-Fight 2 avatar

    Hazreem is startled by the creature as it moves forwards aggressively. He seraches his mind for any stories of such things in his past, even as he draws his scimitar ready to defend his friends.

    Initiative 1d20 ⇒ 5, knowledge nature 1d20 + 6 ⇒ (17) + 6 = 23 to see if I can identify this thing and work out specail traits it might have.

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