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Gremlin, Pugwampi

Sheik Voodoo's page

3,201 posts. Alias of voodoo chili.


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The girl gives a sly smile. "I had better be your favorite. What amusing friends you've made. Well, if you've more 'dangerous and valuable' things to do, don't let me stop you. Will you be returning soon? Do you promise to show me how to do a magic spell?"

The girl frowns. "I think you care more about finding things that are 'dangerous and valuable', than you do your own family. Perhaps father is right," she sulks.

Yesenia rolls her eyes. "You are BOTH so STUBBORN!"

"We have heard rumors. Some family friends mentioned that you had returned and were staying with one of your professors, but I couldn't believe that you wouldn't come see me right away. I think the Master of Vaults is pretty busy right now. Did you hear that an army of Efreet nearly burnt the Immaculate Repository to the ground. Oh no, that wasn't you again, was it?"

Yesenia smiles and brushes at her eyes. "How did you come here and who are your friends? I was reading and looked up to find you suddenly here. Was it magic?"

"It is time for the evening meal. Surely Father cannot still hold a grudge. You should join us."

With perhaps some excitement over the powerful new spell, Karethas directs his companions to stand in a circle. All hold hands and Karethas intones the complex verbal formula for the space bending spell. There is a jarring sensation and the small group finds itself in a small walled garden. The sky is a shade darker as the sun appears to have dropped a step or two in the west.

It isn't clear if the ringing in your ears is another side effect and then it is realized that the noise comes from a squealing girl as Karethas' sister, Yesenia, rushes forward to throw her arms around his neck.

Greetings! I'm back. I hope everyone had a good TG.

Karethas can bring along three so everyone can go along if they like. I wasn't sure if Varkata was implying that she would like to stay back to guard the monastery. Def Karethas and Amir should go and it sounded like Kzrira wanted to tag along as well.

NOTE: I'm on the road most of the next week. May pop in once or twice, but not much happening. It would be nice to get some direction for the jaunt to Katapesh City. I'm not going to drag it out, but a location for the arrival and any particular business to transact would help with the montage.

Qilue and Ahmed Ali Bhura, a man you rescued from the Brass Tower dungeon and father of Madra, listen to Karethas' plans. Ahmed has been elected leader of the refugees. Qilue looks very sad, but nods. "You will succeed and rescue Faelar as you've rescued me. Help from Solku and perhaps Fort Longjaw is a good idea as well though I am not sure that the Pactmasters would approve."

Sheik Voodoo wrote:
With the two score villagers settling into makeshift quarters...

about 40

Varkata is able to produce some food and water for the refugees to last the day while the heroes prepare for a magical instantaneous return to the distant capital city for supplies.

where you going and what you getting?

With the two score villagers settling into makeshift quarters, the heroes take a room for their own and get some rest. It is time for the evening meal when they awake to the sound of the crowd in the old monastery's refectory.

It was still early morning when you went to sleep, but you've had 8 hours to refresh spells.

Kzrira Maiwith wrote:
Wondering if it would be possible to have my bow upgraded to Bane(outsider(fire)), or adding the Frost ability to it.

no time to enhance a bow, but you could likely find arrows.

Leading those that will follow, the heroes arrive back at the monastery where Hadar and Hadra work quickly to accommodate the large influx of people. The set about finding room and pallets for everyone, but are concerned that there is not food available for so many.

The heroes attempt to gather those remaining in the town and relocate them back to the monastery. Qilue and the other rescued prisoners help, but only a few dozen join them. Many others prefer to stay and protect their houses.

back to the monastery? teleporting to Katapesh City for supplies is no problem.

Karethas determines that this tower isn't mundane brass. It is the storied Living Brass of the Great City on the Plane of Fire itself. Likely the heat is residual from its conjuration. The upper levels may have radiated off the burning temperatures, but the lower levels have been slower to cool for some reason.

Once Gen blows the sand away, the room becomes even hotter as the blazing brass floor underneath is exposed. It becomes clear to Karethas that the entire tower is a structure of solid brass likely of extradimensional origin. Sadly, the wand will not work on brass. The prisoners quickly sicken further from the hellish heat, but with Amir's carpet and Kzrira's griffin, all the prisoners are ferried up to ground level to disperse back to their various homes as a faint light appears in the east.

The gnoll slouches away, but can go no further without wings. The rest of the captives follow you out to the hot sandy room that serves as the tower's oubliette. A tall now freed man asks the heroes, "Have you seen my daughter, Madra? She was taken away to serve the Jann."

"Leaving my post!" the gnoll growls.

The gnoll cowers from the light. "All trrrue. Efrreerrt harrrshh masterrrs. Brreak rrrules, pay prrrice. Many RRrules!" he answers in a growling broken Kelish.

Qilue smiles, "I know you will. Thank you for everything."

Freeing the gnoll? Leaving the tower?

No time for retraining at this point.

Karethas ibn Faradin wrote:
... \more so with the rules VooDoo is using.

Which are THE rules! ; P

Kzrira Maiwith wrote:
Kzrira stands watching the gnoll. As she does, she speaks to him in her broken gnoll...

The battered gnoll answers in the Common Kelish tongue. "Herp me! Crrrrue Janni thrrow me heerrr for not stay in prace. Herrp me, open doorrr!"

The halfling smiles through her tears. "It is so good to see you. We will survive. We are just sick from the heat and thirst. Water, please."

"The Efreet. They took all who resisted: Bold Faelar and the Princess and brave Garavel among them. They have all been taken to the Pale Mountain by Jhavhul's legion."


You are a glutton for punishment, sir. Considering Amir's just TERRIBLE history with the dice : )

Don't stress about taking time as you need it. You're always welcome to continue as you can. I can bot as needed. Just glad you're in for the long haul. AND we're heading into the FINAL STRETCH!

First AP I'll actually finish (more or less). I was in a group that got through Shackled City, but I was away for about a third of it.

btw. I think I lost track of XP and it's about time to level up. No rush, but I'm sure y'all will appreciate another level!

The celestial bows its shaggy head.

"If I cannot come then one of my brethren will answer your call as I have for the one so severely wounded by the demon in Retriever. I will be ready to answer your next call. Your cause does not go unnoticed in the higher planes."

With that, the Archon disappears allowing you continue your mission when Amir's vision returns.

The larger brass key does in fact open the great door found in this otherwise featureless room. Beyond it is a small guard room with four cell doors which are unlocked by the smaller keys you hold. In the first cell is a wretched gnoll, in the next two cells an assortment of tired and beaten townsfolk, in the last cell you see a small, but familiar figure, Faelar's wife!

The great hound-like Celestial sniffs around, but realizes that the Efreeti has not merely turned invisible, but shifted back to his hellish elemental plane. With no other threats, the conjured creature shrugs looking back at the conjurer for any further commands.

Varkata Steeleye wrote:
No AoO for the SLA?

Cast defensively. barely.

Sheik Voodoo wrote:
All- Will DC 14 or blinded.

Karethas will save: 1d20 + 10 ⇒ (9) + 10 = 19; Amir will save: 1d20 + 5 ⇒ (6) + 5 = 11

The pyrotechnic gambit does not have the effect that the efreeti wished, but Amir is blinded (of course :P) and though not blinded, Kzrira suffers from the after image which spoils her shots. The Archon launches into combat against the evil outsider flanking with Varkata. Though menacing, the genie is not overly impressed and the Hound fails to land a telling blow. Varkata however, is bolstered by the Celestial ally and deals a series of deadly blows!

The priestess and her Black Fire blade drives the Efreeti to a knee and in desperation he draws upon his innate spell-like abilities and dodging a deathblow, disappears in a blast of heat.

Let me get Karethas and then I'll bot Amir and wrap the round.

Kzrira's first shot pierces a pauldron spilling a good quantity of burning blood. The ring of fire seems pretty hot even with Karethas' ward so Amir jumps back on his carpet and sends it upward! fly: 1d20 + 8 ⇒ (2) + 8 = 10 typical but catching the top of the flames which are in fact really, really hot. Amir-22-10= 12 fire Karethas begins a conjuration. Varkata charges through the flames, but her powerful strike is turned by the Efreeti's oven-like breastplate armor.

The fire genie curses his injury and the failed effects of his scorching rays. Nonetheless, he dodges Varkata as he calls upon his power over fire. He averts his head just as the ring of fire explodes with a blinding flash of light! All- Will DC 14 or blinded.


Take care, Amir. My condolences to your family.

As Kzrira wrote. Karethas and Amir up.

Amir Awad Hajjir wrote:
I'm a bit confused, lol

about what? Golem was an illusion, efreeti is real, you're in a ring of fire.

Varkata Steeleye wrote:
But more than 5' away, sadly?

Roger. 20'

The pit is on the opposite side of the room by the door. The efreeti is behind you.

Having learned to give Karethas a chance to work his magic, Amir draws his blades as he pauses. The statue topples into the pit that suddenly appears at its feat. Varkata casts a spell of divine favor while Karethas ponders what he has seen. It certainly looked to be a stone golem.

No sound comes from the pit now, but a ring of fire surrounds the party as a tall burning efreeti appears beyond! A trio of burning rays rake the trapped adventurers. Amir dodges, but both Varkata and Kzrira are hit.

4 fire damage to everyone, 18 fire Kzrira and Varkata (unless you're fire proof, of course)


Kzrira Maiwith wrote:
Did we ever determine what the magic axe we got recently was? I don't see any identification other than it was being used to sunder. It sounds like adamantine, but I don't see this specifically stated. I would assume that Karethas would have identified it.
Sheik Voodoo wrote:
*Greataxe= +2

This? the sundering was a special Rovagug priest thing.

OK, moving along.

Having taken a moment to recover, the heroes descend down the shaft to the dungeon below looking for old friends held by the Janni viceroy.

The lowest level is an uncomfortably hot round room with featureless brass walls and a sand floor. A brass door stands in the middle of the western wall next to a large obsidian statue of a fearsome efreeti. As you land the statue raises it's immense glass-edged blade!

Initiative Rolls:
Amir 1d20 + 2 ⇒ (19) + 2 = 21
Karethas 1d20 + 6 ⇒ (10) + 6 = 16
Kzrira 1d20 + 5 ⇒ (4) + 5 = 9
Varkata 1d20 + 1 ⇒ (12) + 1 = 13
foe 1d20 ⇒ 14


were we wanting more healing or ready to go?

Amir takes a quick look around while everyone recovers and finds a steel lock box. The small key on the Iron Monks ring fits the lock and inside the Old Rogue discovers a gnoll troops' payroll consisting of silver and gold coins. Also of value are the carved moonstone and carnelian tropp tokens on the sand table. They are likely valued at another 1000 gold Scarabs.

Karethas ibn Faradin wrote:
I also looked back at the oasis, but I didn't find any loot there.

I don't believe that there was much left at the ransacked and defiled oasis. Also, that was more about repaying a debt than enrichment.

*Thick belt with a tarnished buckle= +4 strength
*Unholy amulet= +2 Nat Armor
*Full plate= masterwork
*Greataxe= +2

free the prisoners?

Sheik Voodoo wrote:
Amir ignores the howling and screaming around him to focus on picking over the corpse. Though the old rogue lacks magical sight, he does have an eye for value. He reckons the thick belt of some strange leather and a tarnished Bestial buckle holds arcane power, as well as the unholy amulet still somehow hanging off the headless gnoll. The full plate is masterwork and obviously of great value and finally, the greataxe itself probably enhanced.

Amir Awad Hajjir wrote:

sure, why not? I think Long bows are waay over represented in this game.

Varkata revives the party after a harrowing battle to the top of the tower and answers Amir's queries. The wraps are indeed magical, +2 body wrap of Mighty Strikes, the keys are not. There is one small iron key, a large brass one and four nearly identical medium sized brass keys.

The pair of Janni all shrink back to their human-scale size. The assassins have matching magical scimitars, studded leather and bows (all +1), as well as ornamentation that Amir values at 500 gold coind each. The leader wears only the red cloth bands and a ring of keys tied around his neck.

Another flurry of arrows fly at the Iron Giant. He easily knocks aside the first and defiantly bares his teeth as the next two arrows bounce off his iron skin. He cannot catch them all however, and an arrow passes through his guard and into his eye. The genie remains silent, taking the death shot with clenched teeth and the Iron Master of the Brass Tower collapses onto the floor.

Varkata lands another powerful blow though the monk's metallic flesh resists some of the damage. Karethas grabs his gravely wounded companion and the pair jaunt away from certain death once again.

Iron Monk

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