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


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|Roll20 Link- Age of Worms|

Independence Day has arrived this year for us USers- already bitten by bugs and entertained by bursts of fire cannons, while suppressing our dogs' present traumatic stress disorder.

Apologies to the un-USers among us for the unsightly un-American activity over here. Here's hoping things will unravel for some, and we'll begin to undo several unbelievably bad agendas currently corrupting our blood pressures and waterways...

Rant over.


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|Roll20 Link- Age of Worms|

My apologies- thought I'd be more attentive to my games while on vacation, but it turns out that a beautiful woman, great food and excellent spirits are more distracting now that I'm surrounded by them.

Another week, and I'll be more consistent, you have my word.


|Roll20 Link- Age of Worms|

Aaaaand, I'm back. For the delay, let me know if you need a refresher.

You've moved to the Southern Section of the Third Floor of the Bayt. You have easy enough/obvious enough means of traveling the floor below and above you, and there is still a set of double doors at the northernmost section of this very, very large space.

Oh, and I've finally updated... hehehe


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

On the road until Sunday night, sorry; bot me as necessary.


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

Holy cow. I've been trying to load the forum since Tuesday with no success.

(It's still really slow, it appears.) Apologies.


|Roll20 Link- Age of Worms|

I'd prefer not to GMPC Otah too much here. It's going on a week since the last post, and the boards are back up and running, so it's understandable that attention to the game has waned, but I'd like to up our speed here to get through Book 5, and enter 6 to renew our energy.


|Roll20 Link- Age of Worms|

Internet wobbles yesterday and today- will jump back in later tonight if the problems fail to resolve this morning. Thank you for your patience.


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

My internet seems just fine, at least from my phone. You should do the same.


|Roll20 Link- Age of Worms|

Yeah, until you’ve tried to reference a PRD, Roll20 Map, and the Gameplay all at the same time, you’ll not have experienced the struggle, and know it’s real.


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

Fine, fine. I’ll wait here, however impatiently, and not grouse any further, though you should totally consider untethering yourself professionally from your school’s computer lab.


|Roll20 Link- Age of Worms|

Uh, yeah, it’s been years since I’ve entered the workforce. Office network is glitching badly.


1 person marked this as a favorite.
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

Oh. From from your general juvenile verbiage, I didn’t place you much older than early 20s.


|Roll20 Link- Age of Worms|

Uh, I’ll just take that as a compliment on my youthful spirit, and totally avoid skewing the next battle to gimp the gnome.


1 person marked this as a favorite.
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

Much obliged, and duly noted.


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

Lol.

RPG Superstar 2015 Top 16

Camping til Friday. Please bot me if needed.


|Roll20 Link- Age of Worms|

Will do, Mahdi. Thanks for the heads up, and enjoy nature.

Which is the least I could have done, as I was running down last week. Apologies for idling.

I've got a conference over the weekend, starting Friday, so my ability to update might wane until return on Sunday.


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

I have to hang my head here, I forgot that I can't actually CAST remove blindness/deafness. Not a wizard spell. Feel free to handle that whatever way seems best to you, including saying the scroll got used up regardless.

(Also, back from the nature)


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|Roll20 Link- Age of Worms|

No worries, Mahdi. Onwards ho!

Also, I should be more engaged in the game, going forward. I'm adjusting to a new work schedule, and the jet job lag it entails.


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

My dice are sure on a roll :-\


5 people marked this as a favorite.
|Roll20 Link- Age of Worms|

First Day in Bayt al-Bazan
-Obherak, male shaitan and pretender to rulership of Kakishon, facilitates the party’s ejection from ‘his’ pocket plane, and the Kelmarians find themselves suddenly thrust into the bowels of Bayt al-Bazan, though it takes Amiamble a moment to make the connection.
-Brass Men roll out the welcome, then the combined headspaces of Rayhan, Pent, and Mahdi solve the Riddle of the Treasury, allowing the party to proceed through numerous rooms.
-Aldebert finds a barge and lavafall, while Mahdi finds a Perpetual Flame, and you manage to find an old lamp, too, likely the prison of the former pasha.
-You have your first sighting of Ezer Hazzebaim, though he looks nothing like his real self, reflected in the shiny brass wall of the Bayt. He promises a way to escape the palace…
-The Maze is finally conquered, and the party rests, with the knowledge that they’ll be able to infiltrate the Bayt two separate ways.

Second Day in Bayt al-Bazan
-Level 11 Reached!
-The gnome casts his first Heroes’ Feast.
-The party proceeds to engage a troop of Azer Mamluks, slaying its leader bodak, Grovth.
-The Get of Iblis proves more difficult, as the party battles up and down a large set of stairs. Mahdi interrupts it with a Wall of Force, and the party ascends to the next Floor of the Bayt.
-Sammadar, dead efreeti, is found, chained up, a warning to all who dare attempt stealing the beautiful Marid, Shazathared, who waits beyond. A gaggle of fire elementals, including a huge one by the name of Zithic, try and fail to bar your way. Mahdi summons a babau, which begins a philosophical debate about the merits of evil henchthings.
-Shazathared is no illusion, and you make the tall noble marid’s acquaintance, in her prison within the Bayt. For the promise of her release, Shazathared gifts her yearly wish to Aldebert.
-The team finds themselves with little choice but to engage the Get a second time, and do so, eventually overcoming the beast, though it proves quite difficult to kill, for its regenerative properties. The Azer help keep it dead, until the next morning, when acid can be applied.

Third Day in Bayt al-Bazan
-The Get of Iblis is permanently destroyed, and Sammadar is permanently disposed of in the river of lava.
-The way forward is secured by magical barge, and the party finds another stairwell to ascend into another part of the Bayt. At the top, a huge construct comes to life, and tries in vain to shove any and all of you over the edge of the magmafall. It is destroyed for its trouble.
-A secret door in the ceiling welcomes you up to the next floor up. Passing more secret doors, eventually you pass through a room of dripping, living brass, before you trip across several vials of holy water, and other various valuables. The wild garundi Ezer points out their value to his inevitable escape.
-Kobolds are encountered, cruelly abused by Kabaness, a devil captor. The devil is overwhelmed, then kept from fleeing, forcing its final fate. So begins the army of Mahdi.
-The Flickering Candle is introduced, a sobbing djinni named Iavesk is found, and a noble salamander called the Bursar is slain. Aldebert gets lit up by a pair of pyrolisks. More kobolds are liberated, more salamanders slain in the kitchen.
-The top floor of the Guest Wing is cleared of efreet and salamander and Flickering Candle leader, Matajinn, with the help of more devilry, courtesy of Mahdi.
-The team retreats to the lower levels, and recuperates.
-Level 12 reached!

Fourth Day in Bayt al-Bazan
-Your minions grow to a 15 kobold skulk, and 10 Azer Mamluks, after another section of the Bayt is explored. You solve the riddle of the feebleminded djinni as well, allowing Iavesk to join your collective of captives.
-Magic is weaved, so that Mahdi might have his brass knobs, and Otah might have his eyes.
-Further exploration of the Bayt finds the abandoned stables, where hellhounds and fire giants await. A well-placed Wall of Force separates the opposing army, and makes easier work of ovecoming them. Magmin retreat to the safety of another section of the Bayt.
-In the courtyard, the infiltrators find a Brass Bull baking a efreeti made mad by his plight. A couple of fire giants downed, and the Bull disintegrated, and the main threat on the Third Floor courtyard is neutralized.
-Into the Throne Room, the team encounters the Qilzar Agha, a spiteful darnoc who plagues you for some time.
-Dire Tiger and Ancient Tree are found in the Garden. Amiamble engages in conversation with the Tree, which seems content to remain in the Garden for many more years.
-Heading upwards, you come upon a vista that includes a red dragon observing at a distance. You find the means to send the darnoc on to the afterlife, permanently, as well.
-A grotesque banquet is interrupted, and you dispatch of several Great Ghuls, and the black djinni known as the Imam. Exploring the roofwalk beyond, and you find Ymeri’s Breath, waiting in the dark of the ziggurat on the roof. Ezer proclaims your success, and points you to the roof, where you will be able to use the glass orb.
-Ascending to the Top Floor of the Bayt, you apply Ymeri’s Breath to a Shimmer in the air, and an extradimensional space opens to you, revealing the Impossible Eye. A dab of holy water, and a gesture of good faith, and Mahdi frees Ezer Hazzebaim, a large nephilim and worshipper of Rovagug, who immediately demands the Eye. The party engages in battle almost immediately.
-Moments later, Aberzjerax joins the confrontation uncomfortably, and Ezer falls to your collective might!! The mage waffles, and the mighty dragon absconds with Ezer’s corpse, leaving you to the whims of the Grand Vizier himself.
-The Grand Vizier arrives, and sizes you up. For your part in Ezer’s defeat, the Grand Vizier decides that the Curse of Bayt al-Bazan has fulfilled its purpose, and is no longer needed. In the snap of the noble efreet’s fingers, the sounds of the City of Brass flood into the Bayt, and you are released from your imprisonment in the Haunted Palace. Also wealthier...
-Level 13 reached!

So concludes The Impossible Eye, Book 5 of the Legacy of Fire.


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

Thirteen Gnosts

+6 HP (Ave+1, +1 Con)

Channel Energy 7d6

Feat- Iron Will

+1 Lvl 4 Spell/Day
+2 Lvl 7 Spell/Day

Skills(3)

+3 Diplomacy


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

NEXT LEVEL (13):
Aldebert (Paladin 13)
+10 HP (6 class, +1 favored class, +3 con) (total 134)
+4 skills (2 class, +2 int)(Diplomacy, Fly, Perception x2)
+1 feat (Lunge)
+1 BAB (+13/+8/+3)
+1 smite evil per day (5)
+1 damage when smiting (total 13)
+1 caster level for spells (total 10) & concentration (total 14)
+1 First Level Spell (Liberating Command)
+1 Fourth Level Spell (Dimension Door)

Gretiem
+1 HD (11) (+4.5hp +2hp from con +1 toughness = 7hp) (total 82)
+1 BAB (8)
+1 Skill (Acrobatics (12))
+1 Feat (Improved Natural Armor)


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|Roll20 Link- Age of Worms|

How do, folks!

Book 5 took us about a year to finish. November 7th, 2017 to present, to be more pedantic.

We're staring down the barrel of the last book, Book 6- The Final Wish.

I expect it to take us one more year, at a casual pace. If we're really jonesing to finish it sooner, I'm all ears. That we've managed to pull ourselves this far, I commend each and every one of you.

If you're still enjoying the game, I'll keep the pace steady. If you're looking at crazier days, and would enjoy the closure of this campaign in a more timely manner, I can accommodate.

Thoughts?

RPG Superstar 2015 Top 16

2 people marked this as a favorite.

Busy weekend for me-- I'll level up and get in an IC post as quickly as possible, but it'll probably be Sunday night.

Thank you for the recap of our time in the Bayt-- very useful! Thanks for being a great GM too.


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)

Last level: 5/30/2018

+1 level, Ca(n')t Fight City Hell

+7 hp (+5 class, +1 con, +1 fc)

+moar spellz
+1 feat: lucky halfling

+5 skillz, mad (4 +1)
-------------
+1 Perception
+1 Survival
+1 Know (Religion)
+1 Know (Nature)
+1 Know (Planes)

---------Yeen:----------
+9 HP
+1 Acrobatics
+1 Trick: fetch
+1 Feat: Improved Natural Armor

RPG Superstar 2015 Top 16

level 13 wizzard
6 more hp
FCB: + 1 spell in spellbook
Scry on Familiar
Moar Spells
3 new spells learned: delayed blast fireball, enervation, prismatic spray
feat: spell penetration
skills: a passel, sundry knowledge and also spellcraft


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)
GM Rat Sass wrote:

If you're still enjoying the game, I'll keep the pace steady. If you're looking at crazier days, and would enjoy the closure of this campaign in a more timely manner, I can accommodate.

Thoughts?

I am still enjoying the game. The pace has been fine. I’m happy to go quicker or slower as needed, and am in no rush to complete this.

Yeen just wants to run in the Sun.


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, Level 13
BAB: +1
Leaping Attack Increases to +3 (+3 att/dam if move at least 5ft)
Skills: Acrobatics 12->13, Profession Soldier 12->13, Linguistics 1->2 (Halfling)
HP: 113->124
Feat: Power Attack (-4, +12)

Agree with Dien, the summary is super useful! Still having fun.


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

If no one wants the Gloves of Dex +2, I think they might serve the dwarf well.

Strike that, I forgot that his strength bonus comes from gauntlets.


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

There's some stuff I'd like to sell to add to the collective loot stash, some of it from before previous loot split points. I'll add the ones that are from previous loot points as new items on the tracker, Aldebert, unless you'd prefer I did it a different way?


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)

I'm running out of time to post tonight. Sorry for the delay. Will post in the morning. Busy days.


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)

2 points:

Aldebert Piddlespot wrote:
I'm about ready to to a divvy. I'd like to give a bit extra to Amiamble as he's getting a bit behind the rest of us in terms of wealth if that's OK with people. I'm not worried about being perfectly even, but he's ~17,000gp behind the next richest player.

Yes and maybe. Ami isn't materialistic at all and if anyone needs a loan, please ask. Ami will be able to buy a lot of stuff and a bit more will get him closer, but not a huge thing if someone needs something.

Amiamble Piddlespot wrote:

.2090.0 gp to spend

+1230.0 gp split
+1000.0 gp loan from Alde (still owes 2000 gp)
-0001.0 gp 10 whetbones
-0001.0 gp fat supping goat
---------------
.4318.0 gp to spend, still pondering purchases

Wow. Looks like the last time we had a chance to buy things was 2 books ago, and 2 years ago: October, 2016!! Holy cat!

Will have shopping list soon after the distribution is done and if ppl need anything.


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

Looking through the list of stuff, it looks like we had eight unidentified bottles of... something.

From here: https://paizo.com/campaigns/GMRatSasssLegacyOfFire/gameplay&page=185#92 47

And it looks like I never made any check to ID them. If they are indeed poison, then knowledge nature, take 10, for a 26?


|Roll20 Link- Age of Worms|

Giant Wasp Poison (Injury, Fort DC 18, 1/round for 6 rounds, 1d2 dex, 1 Save, 210gp per dose)

I think there's more to identify on the treasure sheet...


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|Roll20 Link- Age of Worms|

Sunday, 2 Sarenith 4713 AR
-The brothers Piddlespot, the brothers al-Jabira, and the priest Malki are brought together to travel by caravan, from Katapesh through the northern brushlands, where the Pale Mountain, and the village of Kelmarane await. The Pactmasters will be pleased, should you reclaim it.
(Ten days of travel between Katapesh and the Sultan’s Claw.)
-Arriving at the Sultan’s Claw, a fire consumes a wagon, claiming the life of the fortune teller, Eloais. With the fire extinguished, you make proper introductions with Almah Roveshki, merchant princess, and your new boss. She enlists you into an investigation to find the culprit.
-You meet the personal guard, the mercenaries, father Zastoran, Dashki and Hadrod and Hadrah, all of whom have their idiosyncracies and suspicious behavior...
-Hunting down Rombard the goat, you find the true source of misfortune- a nasty pugwampi caused the deadly fire. You debrief with Almah. She asks you to clear out the Monastery on the morrow.
-A visit with father Zastoran to stock up, and the crew turns in for the night.

Moonday, 3 Sarenith 4713 AR
-You rise at dawn, and work your way towards the Monastery of Sarenrae, as the lead team.
-Hazim scouts, pugwampi are routed, baboons are bludgeoned, and pugwampi are purged.
-More conflict, spider and stirges, and something of a slime mold…
-Malki returns to the main caravan, while fortune shines upon you, and Sarenrae Herself provides you the most ignoble of gnomes, Pent Arotha.
[Malki leaves the Game, Pent joins the Game.]
-The Monastery depicts the Templars of the Five Winds- Kardswann, Pazhvann, Vardishal, Zayifid, and Davashuum, legendary janns and purported support of the Brazen Peaks, and sworn enemies of Rovagug, the Devourer.
-The pugwampi problem comes to a head, as King Mokknokk comes out of hiding, and the desert rats are finally put down.
-The day concludes, as the caravan arrives, and Almah’s contingent takes over the Monastery. You hear the Howl of the Carrion King for the first time, overlooking Kelmarane.
-Level 2 Reached!!

Toilday, 4 Sarenith 4713 AR
-Morning report discusses Kulldis and Three Jaws Gnolls, and the care taken to avoid encounters prematurely, before striking into Kelmarane proper.
-So begins the scouting of the surrounds of Kelmarane. Fording the river, the scouting team heads for the Ruins first. Above ground, you encounter four large scorpions already enjoying the shade of the Ruins. Even Sa’amm gets some, against his colossal brethren.
-Entering the Shrine of Nethys proves dangerous, as floor collapses, shaft is navigated, and traps are examined. Hazim fixates, and remains at the entrance to the Shrine, leaving the others to explore.
[Hazim leaves the Game.]
-Wooden Sphinxes emerge to confront the tomb raiders, as do a den of chokers, which prove very dangerous to the party of four. You wisely retreat to the safety of the Monastery to regain your health and strength.
-Upon return, Almah enlists your help to hunt down a rogue pugwampi let loose within the Monastery. That done, Amiamble and Mahdi discuss Vardishal, and a watch is set for night. The Howl of the Carrion King is heard, yet again.

Wealday, 5 Sarenith 4713 AR
-A scream reaches your ears from the pesh field towards Kelmarane, prompting reconnaissance. A band of gnolls torments a lone Lion of Senara, Kul Tiryaki, who allies with you for liberating him from capture.
[Kul enters the Game.]
-The gnolls are bested, while a dust digger is tested, intestinal fortitude challenged by an attempted gnome digestion. The party overwhelms the burrowing beast, before it has a chance to retreat. Pent is pulled from its gullet.
-Now five strong, the team heads towards Kelmarane, intent on earning their keep as Almah’s investigators.
-An abandoned building is, in fact, not abandoned, merely occupied by a great big Black Mamba, which does its best to defend its lair. Kul eventually decapitates it.
-Level 3 Reached!!
-Moving into the Mill, the party stumbles upon a Peryton. Kul flees in horror, while the others stand their ground. Aldebert downs it finally with his magical hammer!
-Undrella the Harpy introduces herself, clings to Mahdi, and demands the Viper’s head. When you return, she begins to plot against her former lover, Kardswann. She reveals that Kardswann beheaded the head of the Kulldis tribe, then found his way past a magically-sealed door in the basement of the Church. After that, he emerged a much meaner man. Or genie, she can’t be sure…
-A deal is reached, and the harpy gives over keys to the Battle Market doors, outer and inner.
-A gnoll patrol is neutered, Filliped is found, and the party retreats on the run, hyenas at your heels!
-Returning to the Monastery, Kul and Fellipid are introduced to Almah, and report is given of the parlay between harpy and party, while Grigory is pyred and prayed for.

Oathday, 6 Sarenith 4713 AR
-The Whistle of Uh-Oh sounds, and the party comes face-to-face with mother Geier, looking for her eggs. The carrion bird is brought low, and the team gathers its wits to return to Kelmarane for a second day’s infiltrations. Pent provides a song of Pesh along the way.
[GM Sloth leaves the Game. GM Are joins the Game.]
-The team decides to tackle the rope bridges leading headily upwards into Kelmarane, from a different side of the village. Mahdi Mends, and you gain access to the Old Church. While inside, you spy the patrolling Schir in the streets. In mere moments, the team advances on the demon, and bring it down!
-Next stop, the Church, where you’re greeted by a Huecuva! Finishing it off, you explore the Church itself, where you find a magically-sealed door in its basement. A key is needed.
-Three humans are spotted outside the Battle Market.
-A guardhouse and horn, and a gnoll with hyenas, held in place by Sarah’s grace, and slaughtered outright. Shortly after, another six gnolls lose their mangy lives. It goes largely unnoticed by the denizens of the Battle Market. The grounds are cleared of blood and bodies, before the team looks to hole up in an abandoned building of Kelmarane, to wait out the night.
-A goblin jester is spotted at the southern entrance to the Battle Market. The gnome antagonizes the poor creature trying to catch some zzz’s.
-Instead of remaining in Kelmarane for the night, the party retreats to the Shrine of Nethys, hoping to hole up there, after clearing it out. Someone has gone and returned, while you were away…
-Columns of magical spells, a plaque requiring a ducky transformation, and the mists of Nethys, that affect spellcasting when breathed in. A barge is found, and Ami and Pent succumb to Confusion. Eventually, so does Yeenoghu.
-Vipers slither from an altar, a secret door pivots open, and you find Haidar Yunan, Emir and Wereleopard. You battle him, then subdue him, then travois him back to the Monastery for the night.
-Level 4 Reached!!

Fireday, 7 Sarenith 4713 AR
-The Wereleopard Emir transforms back into his human form in the early hours.
-Father Zastoran revels in the findings of the Shrine of Nethys.
-A great debate over good and evil, redemption and retribution comes to bear between the Emir and the group. Kul appears quite ill, for his encounter with a wereleopard, with Grey Pox. Hazim takes responsibility for Haidar’s protections.
-A return to Kelmarane, and Undrella, where the halflings do business, and the denizens of the Battle Market are discussed.
-Entering through the West Door, the party spreads out, exploring the microcosm within the Market. Hurvank the ogre and some bugbears is the first bit of business, as Kul cuts, Mahdi masks, and Pent pokes. Everyone shines in the sun during the early battle.
-Haleen, sister to the brothers Piddlespot, is finally found, and a reunion begins!
-Kardswann makes his own introductions, welcoming you to try and dethrone him. First wave is a gnoll ambush. Second wave, gnoll archers, barred doors, and a flind.
-Ami reveals himself to all, pocks and all, as he condemns Kardswann in Vardishal’s name. This triggers something in Kardswann, who makes a mighty attempt to restrain Xulthos, a powerful entity controlling the poor jann, and the party is able to overcome the non-combatant, sending Kardswann into unconsciousness.
-Haleen introduces Gorundal, Kalyx, and Juluce, all entrepreneurs of Kelmarane. Sister Piddlespot gives her accounting for the days before arriving at the Battle Market.
-Consensus is reached- Haleen will secure Kardswann, the party returns to the Monastery with the wolfsbane. Almah and Garavel are informed, Hazim is relieved, Pent is freed from slavery, and the Emir is given the cure to his lycanthropy. The party returns to Kelmarane, with the Emir in tow, in order to watch over Kardswann the same evening.

Starday, 8 Sarenith 4713 AR
[GM Are leaves the Game. GM Lareg joins the Game.]
-Haleen is mauled for the umpteenth time, Kul is mostly healed of Grey Pox, and the team readies to enter the Church basement, and see to the end of Kelmarane’s woes, once and for all.
-A young man finds the party, and passes word from Almah to hold up, before walking into some kind of horror unprepared. You traipse about town, helping sort out a wagon deal, deal with rats, then deal with Dorus Div, who tricks you into attacking a wereratboy. More exploring, and you encounter a pair of Krenshar, and a Flind and hyena. An avalanche, then a brief return to the Shrine of Nethys, where a strange cube and elementals long to return home.
-Level 5 reached!!
-Gretiem arrives!!
[Kul leaves the Game.]
-The party is bid return to the basement of the Church. Past guardians, you meet Quinn Sancio, looking for her brother. She eventually finds his nearly-dead corpse. Eventually, a strange dwarven warrior catches up to your infiltration.
[Otah joins the Game.]
-Xulthos is defeated, Kardswann returns to his senses, and the party is named Knights Protector of Kelmarane. Kardswann departs, promising to inform the djinni princess Nefeshti.
-Returning to Almah, the party is gifted the Wharfmaster Manor for their bravery and service. Mahdi renames it Bayt al-Umniyya, House of Hope.

Sarenith 4713 AR to Sarenith 4714 AR
-Days begin to link together, as new merchants arrive in Kelmarane. Bayt al-Umniyya begins to heal and be restored to former glories.

-Into the first month of residence in Kelmarane, your manor picks up Buri to look after the animals, and Frederick Cooperworth to look after the humanoids.

-After three months, many merchants have located to support trade through Kelmarane, as well as Fayar the paladin and Sahba the cleric, who strengthen the Church of Sarenrae.
-Each Knight Protector enjoys some Downtime.
So concludes the Howl of the Carrion King, Book 1 of the Legacy of Fire.

Sunday, 1 Sarenith 4714 AR
-A large stranger who calls himself Zayifid seeks an audience with you. He implores you to seek out the Carrion King, holing up in the House of the Beast. Mounts secured, team al-Umniyya strikes out towards the Pale Mountain.
-A Roc greets you fine travellers and your steeds. The gnome almost loses his life. A fire drake egg is found, a dead gnoll is found, a donkey is found.
-Approaching the temple, you encounter a mephit, Andgronakraks, who bows to Mahdi, and informs you of salamanders to come. The party inserts themselves into the political machinations of the salamander leaders, before finding the way into the House of the Beast from the depths of the mountain.
-Slaying some gnoll, before returning to help Lesaar the Salamander from his higher ups. Deeper into the House, you encounter a very large gnoll, who falls to your collective might. You avoid a guillotine trap, and stumble upon a giant with human slaves. Aldebert overcomes the big brute! You find a web, then its spider. Otah is bitten, before the spider scurries off.
-Deeper into the House, you find the Carrion King, a very large gnoll, who retreats. A chase ensues, past a wormy pit, which contains a stegocentipede. The worm is burned, the king is slain, almost losing Aldebert and Otah, and you find yourselves talking with another gnoll, post-battle. Conversation turns to the inevitability of the breakdown in gnoll society with the death of their King. A deal is made, for potential treasure to be split with Rokova, before the party heads deeper into the House of the Beast.
Level 6 Reached!!
-You encounter Rasts, then a Sanctuary, replete with an almond tree that feasts you with a single almond, and an hour’s rest that feels like a full rest.
-Speaking some Terran, another way down is revealed by imprisoned earth elementals.
-An illusion of great wealth extends before you, in a spacious cavern. Leaping stepping stones to avoid green slime, you still have to contend with Edimmus. They’re powerful enough undead to force a retreat for healing in the garden.
-A return below, and you make it past grand doors to find a many-tentacled monstrosity, which inflicts many wounds, before your many attacks bring it down.
- Beyond the beast, a treasure chamber, where several items are discovered, including the Scroll of Kakishon.
-A continued search of the House above, and you discover dead bodies of cult members in league with Jhavhul, twisted through ill intent.
-You reunite with Rokova, who smells you out for his share of the treasure. Ami attacks, Rokova retreats.
-Trying to leave the House the same way you came in, and you find Lesaar dead from a ceiling collapse. More gnolls, more hyenas, some hyaenodons, a gnoll carrying an elemental gem, more gnolls, a large gnoll… There may be a new chief, named Maul...
-Mahdi is attacked by a red-haired humanoid, who quickly flees, by plane shifting, demonstrating its true nature as janni.
-Venturing outdoors, you encounter a very large snake, and its droppings. Mercy killing of both parent and brood, and you take your leave of the House of the Beast.
So concludes House of the Beast , Book 2 of the Legacy of Fire.

Toilday, 3 Sarenith 4714 AR
Level 7 Reached!!
-Returning to Kelmarane, each member of Bayt al-Umniyya takes up the various tasks asked of them, while there is time. Otah consults with the Chief of the Guard, Mahdi interacts with the local merchants, Pent investigates the legalities of the workforce, Ami fixates on the Scroll, and Aldebert consults with Haleen and organizes labor to continue work on the House of Hope.
-New players in the Market, Donevo, Zanphir, Fellipid, all looking to plant their feet in various demands in the city’s growth. The Emir languishs for his violent mood swings.
-Otah reaches out to the dwarven contingent, who are investigating a mithral vein.
-The team meets with Almah to discuss the powerful magical item discovered, and coveted, from the House of the Beast. Plans are made to travel to Katapesh, for further consultation.
-Mahdi and Pent tackle the Emir’s lycanthropy with a Remove Curse.
-On the way to Katapesh, you encounter a strange pair of humans, Adir and Yfid, as well as a Death Worm.
-The humans disappear, as does the Scroll of Kakishon! The party tracks them down, battles ensue, and Scroll is retrieved.
-A desert storm blows in, a Sha in its center. It is quickly dispatched.
-The caravan eventually arrives at the Villa of Rayhan, where Garavel and his guard part ways with the Knights Protectorate. Rayhan welcomes you, and looks over the Scroll of Kakishon. He provides you as much knowledge as he has- the Scroll is the gate into a pocket paradise/bolthole of Kakishon. It is said to be the prison of Jhavhul currently. Andrathi, lover of the genie Nefeshti, leader of the Templars of the Five Winds, managed it, though he was lost to sight immediately after. Firebleeder might still be on Jhavhul’s hip, a legendary falchion which can control fire as living flame.
-Rayhan’s Villa becomes a comfortable roost, as the sage studies, and the party visits Katapesh for various needs. Marzuk approaches the group with an offer to purchase the Scroll, as does Badra, as does Tamir
-Amiamble seeks Augury, while Pent purchases a harem, while Mahdi studies genies.
-The halflings visit the Church of Sarenrae in Katapesh. Amiamble threatens to leave his brother for the desert, in order to protect the Scroll. A dinner is arranged to invite the Scroll’s suitors, but conflict within the party forces an early departure. This leads to one heck of a dressing down by Mahdi.
-Rayhan’s Villa is sieged, and Rayhan abducted. A ransom note is discovered in the library, demanding the Scroll of Kakishon in return for Rayhan’s life. Kazim, female human cleric of Abadar, arrives with word from the Pactmasters of Katapesh. She encourages the party to settle the matter with Father Jackal.
-Heading to the Night Stalls, you follow one of the thugs Kazim released, back to the Jackal’s lair. Figuring out password and door opening, you gain access to the Warehouse, where you overcome guards and cockatrice alike. You take a prisoner, seeking to plumb the depths of the Warehouse, through a trapdoor.
-Below, you find an empty sarcophagus, and you encounter Tamir a second time, with henchthings intent on keeping you from your quarry. Dimension Dooring to pursue your rabbit proves successful, and Tamir is overcome, while evading the claws of the undead ghouls. Further pursuit of a female half-elf, and you encounter a strange eyestalk creature, who knocks out the gnome within an instant. Gargoyles, next. Then retreat for rest.
Level 8 Reached!!
-Fish creatures interact with you out of selfish interest. Rubies are exchanged for another passphrase, and the party hunts Father Jackal! They encounter an evil outsider, then an evil tentacled thing, before you finally stumble into the presence of Father Jackal, and the mummy from the empty sacrophagus, likely!!
-The battle includes a bear and a tiger, produced from a magical item possessed by the Jackal man, but it’s not enough to stave the menagerie of attacks brought your troop. The Jackal falls, and Rayhan is freed from his prison cell.
-Returning to Rayhan’s Villa, there is much consternation about the Scroll of Kakishon, and what is meant to be done about it, or with it, or to it… Eventually, it is decided to attempt to open it, and visit the pocket plane of Nex, and explore the wonders.
-Rayhan performs a magical ritual 8 days in the planning, and he succeeds? In opening the gateway, which sucks you all into Kakishon, while Jhavhul and his entourage are released into your realm.
Level 9 Reached!!
So concludes The Jackal’s Price , Book 3 of the Legacy of Fire.

Toilday, 1 Erastus 4714 AR
-You find yourselves on a beach, cloudless sky, with little else to suggest your current location. You are first greeted by a six-headed hydra, then a large turtle, which delivers a scroll tube to you. You are invited to kill a Golden Ram, now that you understand your place in the Serpent Isles. You rest in a Hut, with creation baskets for your needs. You march out to explore, encountering a troop of skeletons, which are destroyed in a burst of flame by Mahdi.
-You rest in a Hut, with creation baskets for your needs. Upon waking, Mahdi summons a chariot of fire, allowing you greater freedom in exploring the Isles. You find the Golden Ram, which turns out to be a Gorgon. The Gorgon’s breath turns Ami and Gretiem into gold! The gorgon is knocked unconscious, then killed, leaving plates which represent spells, as well as its horns. A horn is used to summon the boat, but the great turtle smashes it into uselessness. Eventually, a stone golem shows up to harass the boat-goers. More message, and the party kills a dragonne to feed to the great turtle, allowing the ship to reach shore.
-The boat bears you to the Pleasure Palace of Nex, and an audience with Dilix Mahad and Neshari, shaitan genies. Rudeness and fickleness collide, and you depart.
-Egg in hand, the boatman brings the boat to the edge of the waters, an end of eternity. The boat sails over the edge, and you find yourselves sailing towards several, small caverns. You meet Lahapraset and Chinoy. With a fellow protean captured by Obherak, Lahapraset asks you to champion her cause. All outsiders must be convinced to board the ship, or slain outright.
-Returning to speak with Dilix, she lends you intel on Obherak, and his Golden Bowl. She also mentions an azer by the name of Artel, who might provide you a great weapon against Jhavhul, and Andrathi, the slain. She gives Pent her bracelet, in order to contact her.
-On your way to visit Artel, you are besieged by griffons, and encounter un-Rovagug gnolls.
-You travel to Khosravi, and its active volcano, Salinax. Fire Mephit and Azer are uninterested, until you visit the Spire, and bring back special grey crystals for the forgesmith. The antimagic field of the Spire proves dangerous, as you are attacked by ghasts. Otah’s mad skills at whirlwinding comes in mightily handy.
-Artel the Azer gives Otah the powerful guisarme, Zenzirad.
-Next, a visit to the Mausoleum of Nex. Your trek up to the structure is interrupted by various spell effects, as well as a cycle of elementals all confronting you. Speaking truthfully, you enter the inner sanctum, where you meet Venema, spirit of a dead dragon, and acquaintance of Andrathi, dead jann who fought and lost against Jhavhul. She indicates that the mad efreeti seeks to awaken Xotani the Firebleeder, and wishes you well.
-A cat familiar named Spooky… a ghost now?
-A final thrust of the mission- head to the Golden Bowl and consult with Obherak. Gargoyles confront you, before you reach the Bowl. Iqilma facilitates a meeting with the powerful shaitan, who doesn’t demonstrate any interest in abandoning Kakishon.
-The party stakes out the means of entering Obherak’s lair, dealing with the sphinx Zulqifar first. Riddles gain the sphinx’s support.
-Level 10 Reached!!
-Into the Lair, you battle Iqilma and two strong, stone creations, with the help of Zulqifar.
-You discover the captive protean, and free it, causing several other proteans to show up, and offer help, before your confrontation with Obherak. They open the way downwards, where you meet Obherak for the last time. The shaitan admits that he has the means of sending you out of Kakishon, through an elemental seed. The party decides to take advantage of it immediately, and with the sudden appearance of Rayhan, you take the leap of faith.
So concludes The End of Eternity , Book 4 of the Legacy of Fire.


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)
greedmonger wrote:

Party Divvy!

Each member of the party gets 19,839gp. Amiamble gets an additional 7,500gp to bring him closer to the group. Note this is in addition to the 45,000gp each we received from the Grand Vizier.
Amiamble Piddlespot wrote:

.2090.0 gp to spend

+1230.0 gp split
+1000.0 gp loan from Alde (still owes 2000 gp)
-0001.0 gp 10 whetbones
-0001.0 gp fat supping goat
---------------
.4318.0 gp to spend, still pondering purchases

...4318.0 gp to start

+19839.0 gp divvy
+.7500.0 gp bonus
+45000.0 gp gv
------------
.76657.0 to spend

Shopping list to come.

RPG Superstar 2015 Top 16

2 people marked this as a favorite.

Post coming Tuesday... er okay it's technically Tuesday now, but Tuesday after I've slept

RPG Superstar 2015 Top 16

Sorry, I didn't get around to adding the things I meant to to the end of the tracker-- it's all the yellow highlighted items including the decanter of endless water and the sphere of perpetual flame (specifically mentioning those in case they matter for plot reasons to our GM). After selling those as well, presuming we can find buyers for all of them, everyone gets an additional 3375. So, with Alde's calculated 19K, the 45K, and that added in, each PC should get a minimum of 68,214.

Now to go figure out how to spend 68,000 gold.

RPG Superstar 2015 Top 16

How long are we intending to spend in the Plane of Fire before going back, team? I'd like to retrain a feat but that'll take 5 days.


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

Purchases thus far:

Upgrading Headband of Int +2 to Int +6
Upgrading cloak of resistance to +3

Buying scrolls of following spells and scribing them to spell book:
Forcecage
Chain Lightning
Chains of Light
Freezing Sphere
Teleport

Elemental rod of cold
Lesser extend metamagic rod

Dweomer's Essence
Ruby dust (500)
Granite/diamond dust (2500)


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

Mahdi - are you sure you want to sell the sphere of perpetual flame? Might not be super useful, but it's cool.

Also, if you're giving it up, Aldebert wants the decanter of endless water - he's been eyeing it for a while. It's just too cool for a desert environment.

I figure we can divvy the remaining items with whatever we get for the house and do a second shopping run if needs be. Also want to wait for the DM to confirm the sphere doesn't go with the house or something as it did help us move around it.

Also, GM Rat Sass, I also have items to improve, but you said we'd be here just three days. Can we find someone to upgrade things quickly, or should we just concentrate on outright purchases or upgrades at or under 6kgp (in which case I might sell back some stuff and lose a chunk of money just to keep up).


|Roll20 Link- Age of Worms|

The Perpetual Flame is indeed a very convenient means of operating the Barge on the Basement Level of the Bayt. In your inevitable conversations with your runners, you'd learn that Perpetual Flames are decently commonplace items in the Grand Bazaar. They are not unique items.

To your second point, Shazathared only indicated that she'd return in three days. You are free to debate how long you wish to remain on the Plane of Fire.


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

I'd certainly like to upgrade some stuff, I'm fuzzy on how long it takes to upgrade, say, my headband to the higher version, since normally I play in Society play and that all conveniently happens between scenarios. But if it doesn't take a stupid amount of time I'd prefer to do it that way, yeah.

Aldebert: if you really want the decanter, you can have it, I suppose, though I'll need to readjust some purchases. 900 GP LESS to each than what I said above

As for the sphere, no, I see no real reason to keep it when our ultimate foe is gonna be immune to fire and most of my fire spells far outstrip the damage. In character Mahdi is fond of the sphere but he's way more fond of learning new spells, and that costs moolah. He would deem it a very acceptable sacrifice in order to be better at everything he does.


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)
Amiamble Piddlespot wrote:

...4318.0 gp to start

+19839.0 gp divvy
+.7500.0 gp bonus
+45000.0 gp gv
------------
.76657.0 to spend

+.2000.0 repaying of Alde loan

-16000.0 upgrade headband to +6
-16000.0 upgrade belt to +6
-25000.0 cloak of resistance +5
-20000.0 ring of invisibility
-...10.0 suckling pigs for Yeen
---------------
..1647.0 gp to spend


|Roll20 Link- Age of Worms|

Let's say for simplicity's sake that full items to be purchased (i.e. Amiamble's Cloak and Ring) are purchased same day or the next, while items being upgraded will need 1 day of crafting for every 2000gp of increase in value (Headband +4 going to Headband +6 will require 10 days).

All work will be done concurrently.

Mahdi's better off selling his +2 Headband, and outright purchasing the +6...

RPG Superstar 2015 Top 16

Yeah, looks like. Poop. Will have to revisit some purchases; will get to that when I can spare a tick.


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's gauntlet is at 8 days. :(


|Roll20 Link- Age of Worms|

Plan for 10 days, give or take. It's not a month, but it's also not less than a week... savor the calm before the storm... and bacon...


|Roll20 Link- Age of Worms|

Heya, folks- I sent out PMs, seeking ancient clarifications. PM me back, if you’re able to respond to the inquiry. No worries, if you can’t. I’ll take creative license where needed...

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