GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Well our travel is multi-purposed, so I see no reason for actual subterfuge. We'll just continue to remain silent about the item and pursue our other tasks."

"Thank you for the addition of Garavel and his guards. That will help us root out any gnolls we encounter along the way."

"I am eager to see the city again. This will be an excellent trip!"

- - -

After the meal Aldebert does indeed have much to do. Over the next day or so, he ties off his various requests and feelers for guards and workers locally. He meets with their houseman, Fredrick Cooperworth - and lets him know the party will be gone for an extended trip into the city and works out how much cash he'll need from the household budget to keep things comfortable for their return.

Then he prepares the victuals and the like that may be needed for the journey. Several days of water and food, double checking weapons and armor, and carefully packing Gretiem, without over burdening him.

By morning of the second day, he should be ready - if the others can manage that timetable. He can wait if waiting is required and busy himself with tasks around town.


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 Lareg wrote:
"I suggest that you keep the item hidden. There are few in town beyond yourselves that could hamper such a creature from moving about as it wishes."

Ami solemnly takes the scroll back and manages to put it away with only 4 separate dirty glances at Pent. He's seems pretty proud that he's keeping is temper in check. He's doing a really good job too.

Aldebert Piddlespot wrote:
"I am eager to see the city again. This will be an excellent trip!"

Ami seems concerned that they might be leaving.

"Brother, what about Haleenie? Will she be okay?"

Ami will also prepare for leaving. That will mostly consist of running and patrolling with Yeen during the sunlight hours and pouncing Aldebert during the evening hours.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Amiamble Piddlespot wrote:
"Brother, what about Haleenie? Will she be okay?"

"She'll be fine brother, but we should meet with her and see if there is anything she needs in the city."

Aldebert will find time to go see Haleen, with Ami if he's free. He'll let her know they're headed to town and see if there's anything the can do for her there.


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

Sticking in that retconned stuff, as mentioned

With Zanphir:
Mahdi looks curiously through the notes and maps, keen eyes flickering over any scrap of text that seems relevant.

"Of course," he murmurs smoothly. "Well, to begin, we entered the so-called House of the Beast via a side cavern we found in the hills, one claimed by a small mephit who was himself subservient to a tribe of fire salamanders. We spoke with a clever one who was at some odds with the rest of his more warlike tribe, and would have dealt with him..." Mahdi's face shows brief regret, "but alas, events... conspired to make that unsuccessful. In any case, we were able to pass through the salamander territory into the regions held by the gnolls. Using back passages and disused corridors, we made a progress down through the depths of the enormous complex, and came at last to a door, and on the other side was the gnoll known as the Carrion King, taking his leisure among his she-gnolls. We struck like lightning."

Mahdi is happy to tell a slightly-embellished version of their battle with the Carrion King-- his own role in it played up, of course (as he tells it, he summoned a mighty elemental, rather than just tossing a gem), and leading to an enthusiastic accounting of the final battle with the big worm and the gnoll himself.

Mahdi glosses over the gnoll Rokova-- merely suggesting that he and his comrades now found themselves momentarily trapped with a horde of gnolls outside, and chose to explore the tunnel beneath the king's throne. There, he describes things like the room full of illusory treasure that in truth held only death, the room of the almond tree, and the strange mis-shapen corpses with three arms and other such modifications. As far as artifacts go.... he tells only of the axe they found and claimed. He does not mention anything about a scroll.

(Any knowledge checks required looking at the notes?)

With the emir-- all PCS can be present, but will specfically involve Pent:
Mahdi dares touch a hand to the man's shoulder, trying to be encouraging. "I know this time has been trying," he says, "but I believe the end may be in sight, and a new dawn. Through the power of Saranrae, and the faithful servants that worship her." It galls Mahdi slightly to have to credit the goddess for any of this but... 'tis the simplest way.

"Pent," he says, turning to the gnome, "your 'Sarah' loves redemption stories, no? From all I've heard from you, she does. I think perhaps it is time for you to be able to finish your song of the very many things we might do with the good emir-- culminating in 'freeing' him. I'm sure," Mahdi says brightly, "that you would certainly lend your prayers towards freeing someone else from affliction, no?"

Mahdi's asking Pent to memorize a Remove Curse for a day, or more than one casting, so that we can try and lift the emir's lycanthropy. If Pent is willing, Pent would need to make a caster level check against the DC of lycanthropy (should be DC 15 unless the emir is special).

At the dinner, Mahdi merely nods, already sunk in thought of the preparations he must make before they leave town.

I'll try and have a finalized shopping list soonish.


Maps: Travel * Hut and more

Knowledge checks for Mahid:
Knowledge (geography): 1d20 + 8 ⇒ (1) + 8 = 9, Knowledge (history): 1d20 + 10 ⇒ (12) + 10 = 22, Knowledge (planes): 1d20 + 13 ⇒ (16) + 13 = 29, Knowledge (religion): 1d20 + 10 ⇒ (6) + 10 = 16, Linguistics: 1d20 + 8 ⇒ (3) + 8 = 11. It appears that someone suspected the existence of the scroll. The notes seem to detail the possibilities of the scroll's purpose. Though the writer seemed to have some sense of where the item might be, they don't seem to have known its exact location. The search seems to have been going for quite some time, you suspect longer than a mortal would live.


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

Ami sctriches Yeen's neck, waiting for Aldebert to leave his room. Yeen's legs are ready to pounce. Silently, they wait in ambush.


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

With the Emir

Mahdi wrote:
"I know this time has been trying, but I believe the end may be in sight, and a new dawn. Through the power of Saranrae, and the faithful servants that worship her."

"'Faithful servants' who worship Her, Maddie." Pent pays attention to the words rolling forth from the firestarter, suddenly aware of the deferential tone he takes towards Sarah.

Sense Motive v Lip Service: 1d20 + 13 ⇒ (1) + 13 = 14

He finds Madhi to be quite pleasantly sincere, and so smiles robustly, clapping his hands in approval.

Mahdi wrote:
"Pent, your 'Sarah' loves redemption stories, no? From all I've heard from you, she does. I think perhaps it is time for you to be able to finish your song of the very many things we might do with the good emir-- culminating in 'freeing' him. I'm sure. that you would certainly lend your prayers towards freeing someone else from affliction, no?"

Pent practically beams at the potential new fellow worshipper. "Oh, that's a lovely idea, Maddie!! I'm not thinking it's much of a song, more a rudimentary sonnet, repetitive in nature with very little changes from line to line, as it were. You have the right of it, no doubt. We should totally finish it! Together!! Where was I?"

601-700:

"If we can cure him today, that's another thing,
If we can can cure him tomorrow, that's another thing.

If we can cure him the day after, that's another thing,
If we can can cure him the day after that, that's another thing.

If we can cure him in the morning, that's another thing,
If we can can cure him at night, that's another thing.

If we can cure him in the Sun, that's another thing,
If we can can cure him in the rain, that's another thing.

If we can cure him upside down, that's another thing,
If we can can cure him rightside up, that's another thing.

If we can cure him from the waist up, that's another thing,
If we can can cure him below the belt, that's another thing.

If we can cure him on the left side, that's another thing,
If we can can cure him on the right, that's another thing.

If we can cure him on the rooftop, that's another thing,
If we can can cure him in the garden, that's another thing.

If we can cure him standing still, that's another thing,
If we can can cure him on the run, that's another thing.

If we can cure him slow and methodical, that's another thing,
If we can can cure him on the quick, that's another thing.

If we can cure him temporarily, that's another thing,
If we can can cure him permanent, that's another thing.

If we can cure him reluctantly, that's another thing,
If we can can cure him enthusiastically, that's another thing.

If we can cure him in the cold, that's another thing,
If we can can cure him warm as day, that's another thing.

If we can cure him on a full belly, that's another thing,
If we can can cure him with a grumbly tummy, that's another thing.

If we can cure him while he's sleeping, that's another thing,
If we can can cure him while he snoozes, that's another thing.

If we can cure him while he's stoned, that's another thing,
If we can can cure him while he's sober, that's another thing.

If we can cure him against his will, that's another thing,
If we can can cure him with his consent, that's another thing.

If we can cure him in good health, that's another thing,
If we can can cure him with a sniffle, that's another thing.

If we can cure him in private, that's another thing,
If we can can cure him in public, that's another thing.

If we can cure him blurry, that's another thing,
If we can can cure him clear, that's another thing.

If we can cure him definitively, that's another thing,
If we can can cure him questioningly, that's another thing.

If we can cure him silly, that's another thing,
If we can can cure him serious, that's another thing.

If we can cure him hairy, that's another thing,
If we can can cure him bald, that's another thing.

If we can cure him triumphantly, that's another thing,
If we can can cure him in defeat, that's another thing.

If we can cure him on four legs, that's another thing,
If we can can cure him on two, that's another thing.

If we can cure him in battle, that's another thing,
If we can can cure him at peace, that's another thing.

If we can cure him in Winter, that's another thing,
If we can can cure him in Summer, that's another thing.

If we can cure him in Spring, that's another thing,
If we can can cure him in Fall, that's another thing.

If we can cure him gleefully, that's another thing,
If we can can cure him stoically, that's another thing.

If we can cure him by a doctor, that's another thing,
If we can can cure him by a nurse, that's another thing.

If we can cure him in a minute, that's another thing,
If we can can cure him in an hour, that's another thing.

If we can cure him butt naked, that's another thing,
If we can can cure him fully clothed, that's another thing.

If we can cure him with our right hand, that's another thing,
If we can can cure him with our left, that's another thing.

If we can cure him with our eyes open, that's another thing,
If we can can cure him with them closed, that's another thing.

If we can cure him with loud voices, that's another thing,
If we can can cure him in total silence, that's another thing.

If we can cure him like a lion, that's another thing,
If we can can cure him like a lamb, that's another thing.

If we can cure him in a classroom, that's another thing,
If we can can cure him behind closed doors, that's another thing.

If we can cure him in church, that's another thing,
If we can can cure him in bed, that's another thing.

If we can cure him in good company, that's another thing,
If we can can cure him alone, that's another thing.

If we can cure him while sipping kahve, that's another thing,
If we can can cure him while sipping tea, that's another thing.

If we can cure him smelling roses, that's another thing,
If we can can cure him smelling turnips, that's another thing.

If we can cure him humbly, that's another thing,
If we can can cure him with great pride, that's another thing.

If we can cure him up close, that's another thing,
If we can can cure him at a distance, that's another thing.

If we can cure him of his drooling, that's another thing,
If we can can cure him of his itching, that's another thing.

If we can cure him of his illness, that's another thing,
If we can can cure him of his boredom, that's another thing.

If we can cure him in 10 days, that's another thing,
If we can can cure him in 9 days, that's another thing.

If we can cure him in 8 days, that's another thing,
If we can can cure him in 7 days, that's another thing.

If we can cure him in 6 days, that's another thing,
If we can can cure him in 5 days, that's another thing.

If we can cure him lovingly, that's another thing,
If we can can cure him in disgust, that's another thing.

If we can cure him successfully, that's another thing,
If we can can cure him with Sarah's blessing, that's another thing."

Pent makes sure he's looking at the pinkie on his right hand, nodding firmly as he reassures himself he's finished.

"Alright, why don't you take the next 100, then I'll finish us up!!" Pent waits with grand satisfaction as Mahdi lends his powerful wits to contribute to the hunt for 1001 things.


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 also prepares a pack of gear (food, water, bedroll, etc) for the journey.

He waits, patiently, for the party to be ready to leave.


Maps: Travel * Hut and more

With a sealed letter in the hands of the group Almah takes her leave. She assures everyone that clean up will not commence until the group leaves and that any remaining food will be given to the children that served the meal.

Preparations:
As everyone prepares for their departure word is sent that Garavel and several guards will be ready whenever the group is prepared. Further, Almah sends inquiry, "Is their need for mounts, a wagon, or further guards?" Garavel has been seen preparing 1d6 ⇒ 5 guards.


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

Mahdi gazes at a far wall and recites wizardly tenets to himself, thanking his crusty former master for that much training, at least, while Pent drones out another hundred. When Pent finishes and suggests he take the next hundred, Mahdi plasters on a bright grin.

"Oh no, no, I couldn't compare, Pent, I really couldn't. But-- not to cast any aspersions on your methodology, I'm sure Sarah's timing is perfect and so forth-- but, you see, if we were to wait for me to come up with a stanza worthy of your very fine start, we should be waiting a quite long time, and further-- we would be making the poor emir wait. The man's in no good shape. Perhaps Sarah's freeing light might make inroads on him now? Mercy and redemption and all that sort of thing. The man needs freeing from his curse: wouldn't you want freedom to come as quickly as could be, were your positions reversed, and not wait for a wizard to come up with poetic lyricism?"

Dashing off to Waikiki today, or I'd spend more time in a response, sorry

eta

Mahdi mentions to the others at some point that, though he still thinks secrecy is quite important, the existence of the scroll is rumored in various notes and maps, with intimations of the purpose of the scroll, and the general region where they had found it. The search seems to have been going for longer than a mortal man's lifetime.


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
Mahdi wrote:
"Oh no, no, I couldn't compare, Pent, I really couldn't. But-- not to cast any aspersions on your methodology, I'm sure Sarah's timing is perfect and so forth-- but, you see, if we were to wait for me to come up with a stanza worthy of your very fine start, we should be waiting a quite long time, and further-- we would be making the poor emir wait. The man's in no good shape. Perhaps Sarah's freeing light might make inroads on him now? Mercy and redemption and all that sort of thing. The man needs freeing from his curse: wouldn't you want freedom to come as quickly as could be, were your positions reversed, and not wait for a wizard to come up with poetic lyricism?"

Pent looks a titch frustrated/disappointed, as the firestarter waves off the opportunity of a lifetime. "I'd be perfectly content, patiently waiting for poetry. Words are wonderful, and require a bit of thought, not to be rushed. When I'm thinking about the next 100, I imagine myself on a beach, the sea air racing 'round my nethers, and it brings a calm. Like I'm on an island, without a care in the world, able to focus on my verbal pairings. I think it would do you some good, Maddie, to take time away from your arcane studies for once, and enjoy free versing. Come join me on my island. It's quite relaxing, once you give it a try."


Maps: Travel * Hut and more

Looks like clarification is needed on transport / escort numbers and then ready to move on. Mounts or wagon? Five guards enough or more requested?


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

Sorry - didn't want to get between Pent and his countdown...

I think horses are sufficient. 5 guards is plenty I should think. We might bring an extra horse along for food and gear, but that's it as far as Aldebert is concerned.


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

Preparations:

Pent is still furious about losing his camel to the vrock, and when it's brought up, he walks about, shaking, unable to bring himself immediately to lend his requests to the preparations. Eventually, he asks for another camel. On the house.


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, a simple halfling with simple needs, does little in the way of preparation. He trusts his brother to tell him what he needs to do and spends much of his time running in the sun and wind with Yeen.

Such are the things of which joy is made.


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

Horses are good. An extra pack animal, as suggested by Aldebert is probably enough.

I agree that five guards is enough. As it is, if it comes to a fight we're going to not want to lose them.


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

Mahdi loses his patience, and his brief sally into the attempted lands of diplomacy.

"For the love of all things burnt and blistered, you fuzz-headed nit!" he snaps at Pent's counter. "I'm not going to play at your idiotic versifying! Go lift the curse on the wretched emir; the man's suffered long enough! And if you dither any further with this pointless, camel-shat blather, I will light such a fire under your wind-emitting arse that all the water you can beseech your goddess for will not quench it, do you understand me?!!?"


Maps: Travel * Hut and more

The guards assemble the requested mounts along with a wagon for their own transport. Once the mounts have been provided to the party the guards complete preparations for their own travel. Garavel has his own mount, but the guards all ride in the open wagon. The wagon is pulled by two strong horses with two guards up front there is minimal room for supplies with the three guards in the rear. They appear to be prepared to leave any moment.


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
Mahdi wrote:
"For the love of all things burnt and blistered, you fuzz-headed nit! I'm not going to play at your idiotic versifying! Go lift the curse on the wretched emir; the man's suffered long enough! And if you dither any further with this pointless, camel-shat blather, I will light such a fire under your wind-emitting arse that all the water you can beseech your goddess for will not quench it, do you understand me?!!?"

Pent hears out the firestarter to the last threat. His shoulders droop, and his face turns to the ground between the two of them. "Alright, Mahdi. I'll go now."

He doesn't waste time, nor wait for others, disappearing in a flash.

Spellcraft DC 19:

The gnome ports away on a Dimension Door.

...

With the Emir, In Private:

Pent strolls up to the man, and softly requests Sarah's Blessing, the blessing he'd ask for in the morning, readying himself for the confluence of events.

"Your grand Emir. I bring you Sarah's healing. Let's hope this removes from you your curse of curses, so you may rest easier, knowing that you will no longer be as dangerous as you once were."

Pent provides the Emir Her Blessing. Cast Remove Curse
Caster Level Check: 1d20 + 7 ⇒ (11) + 7 = 18

The gnome pats the emir on the thigh, and excuses himself.

...

Pent joins the others, ready to take to the road. He looks for his camel, first.


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

Once the assembled are ready, Aldebert rides on ahead and starts on the long road to town. He thinks a little of what it was like when they rode the other way for the first time, not all that long ago.

So much has happened... he thinks as he gets into the rhythm of Gretiem's gait.

Something makes him uneasy though. An opponent who can make himself invisible - or look like anyone makes him distinctly unhappy.

Yet he feels confident in his abilities. We'll ride this out and bring civilization to this corner of the desert. Yes we shall...

He rides on.


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, a simple halfling with simple needs, spends much of the trip pacing the party while scouting the terrain.. He trusts his brother to tell him what he needs to do and spends much of his time running in the sun and wind with Yeen.


Maps: Travel * Hut and more

Feel free to back log stuff as far as preparations go. Wanted to post the departure as I wasn't sure if I'd get to it tonight.

The guards are ready to depart when the party gathered. Oldest of the gathered men, Tanner is what he goes by, gives word to the others.

"Garavel was called back by Almah on last moment business. His horse is one of the fastest in the area. He will catch up with us on the road."

Without another word the wagon falls into line behind Aldebert and makes room as the party positions themselves for the days of travel. In all, if nothing interferes with progress, the party should arrive in Katapesh in just under a week.


Maps: Travel * Hut and more

Mere hours into the journey the heavy footfalls of a horse trotting at speed are heard approaching from the rear. Garavel can be seen clearly in the sunlight that has just begun to break the horizon. The guards do not slow, but simply wave as he approaches.


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

Aldebert's ears prick at the sound, gnolls? but when he sees it's just Garavel, he relaxes again.

He rides on into the sun, happy, I hope, for his endure elements - right brother?


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 notes the approaching horse with concern... until Garavel's form can be made out.

A wary soldier when he's on the road, he eyes the surrounding area as well.

Perception (in case it matters): 1d20 + 2 ⇒ (5) + 2 = 7


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

Ami and Yeen race from one side of the slow moving wagon to the others, greatly enjoying the out of doors, rather than the confines of...anyplace, ever.

He and Yeen snuff and hunt for gnollsign as they travel.

1d20 + 13 ⇒ (15) + 13 = 28 Perception


Maps: Travel * Hut and more

Otah's mount makes a bit of a show of acknowledging Garavel's approach. The normally stoic man nods and nearly grins. The guards laugh loudly, applauding the dwarf's handeling of the creature. One fellow shouts his approval.

"And to think. I was told dwarves are best traveling on foot. I imagine you're something else to see on the field of battle friend."

Otah:
Apparently distracted by something or other about the sign you fail to notice a rough patch of road. Ride: 1d20 + 6 ⇒ (19) + 6 = 25 You deftly maneuver your mount in such a way that it appears as if you are directing the creature to nod at Garavel's approach.

Ami:
Yeen is picking up the faintest of scents. It is very difficult to tell which direction the gnolls went, but gnolls have been on this road recently enough to still leave their stench lingering. Roll Survival.


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

Ami and Yeen try to hunt down of some the peculiar scents they might encounter.

1d20 + 10 ⇒ (7) + 10 = 17 Survival


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

Pent

"Good!" Mahdi grouses, stomping away on his own business with nary a look backward for the deflated gnome. He possibly kicks a puppy on his way, or something.

Now

Mahdi's eyes are slitted, and kohl-lined against the eventual glare of the desert sun. He turns to watch Garavel's approach.

"What did her ladyship require?" Mahdi drawls when Garavel pulls apace.


Maps: Travel * Hut and more

Garavel slows the mount a bit to give it some time to rest. The guards sitting in the rear of the wagon notice and signal the driver, who likewise slows the wagon.

"There was a message. From a group of dwarves. Apparently word was sent from the merchants. We have an additional task I imagine. He hands Mahdi a sealed bit of parchment. I was instructed to deliver this. It is to be read immediately."

Parchment:
The note was hastily written. "Apparently the dwarves had already taken an interest in the abandoned mine that I believe you all had learned about. Their scouting party has encountered a group of gnolls that have apparently taken up conducting raids using the mine as a base of operations. The mine is but two days travel, closer now that you all have been on the road. I must ask you to assist the dwarves. We cannot permit another group of gnolls to settle so close to a trade route."

Ami:
You notice the faintest of trails. It seems to fade quickly as you try to follow it. Additional survival check needed to follow the trail for more than a mile. Though it seems be heading away from the settlement.


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

"Brother!" Ami's voice yells from a far as he and Yeen race back to the caravan.

"Brother!" Ami cries again, his eyes seeking his brother amongst the group. He is easily spotted riding upon Get'him.

"Brother!" Ami says as Yeen jump skids next to Aldebert. Ami's eyes are wide with report. Ami breathes, recovering his breath.

"Brother! Brother! We found a trail of gnolls...that way," Ami points. "We followed for about 10 sprinty Yeen sprints, then came back. We should go get them, yes? Did you want to come?" Tracked for about a mile.


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

"Excellent hunting Ami! How fresh is the sign?"

"We have a note from Almah we must read first, and then we shall track them. Mahdi, quickly, what does it say?"

As Mahdi reads the note, Aldebert checks his gear and draws his brand new greatsword, ready to begin the hunt and bury it in gnoll flesh.

As Mahdi is out, can we go ahead and assume he reads the note?


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'm back....ish. I'm officially home now, just tired and got stuff to do, but yes, Mahdi will certainly read the note.

Mahdi reads the note once to himself, quickly, then grins a bit and reads it aloud. "Oh gooood. Stragglers to clean up. This is a task I think we're all happy to undertake, hmm?"

Well, him, Ami, and Alde especially, perhaps.


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

"Ahhh, excellent news indeed. Let us route this small band quickly then and make haste to assist the dwarves."

"Ami, how many gnolls are there, do you know? I think perhaps the wagon should continue on - it's slower than we anyway - and we can catch up."

By we, Aldebert is assuming the whole party... just not the guards and their wagon.


Maps: Travel * Hut and more

Garavel chimes in, "This road is the quickest path to the abandoned mine. If I had to hazard a guess I'd wager the tracks are the gnolls in question, or at least a portion of them. Seems no reason for us to separate, though I won't stop you from moving ahead if you wish."

Ami can't be sure, but somewhere in the neighborhood of five gnolls.


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

Pent listens to the band of merry men conversing about activity. He keeps his eyes closed, and lets the Sun settle on his face. He waits for group to head down the road. Another hole You wish us to flush, eh, Sarah?


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

"These men have been sent to help us clear out any trouble, yes? I say we let them do just that, or I don't see the point in having had them accompany us," Mahdi says. He smiles briefly at Tanner and the others. "Besides, poor fun for all of you if you return home with tales only of watching the wagon, to share at mess with your brother-soldiers."

Vote we keep the soldiers with us, though we can take point of course in direct combats. Just don't want the group of NPCs getting ambushed or something behind us if we're actually split.


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

Ami looks at his brother, wondering what the leader will decide to do. Yeen's paws dance anxiously, wondering what Ami will want to do next. The scent of gnoll is still in the cat's nose, something that shares a primal kinship to food.

"Brother?"


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

Aldebert sighs, and sheaths his blade.

He turns to his brother, "I'm sorry Ami, but they're right. These are likely a scouting party for the main. Hunting them will just give them warning we're coming. Best to strike at the nest and root them all out."

He turns to the others, "Let's make haste."


Maps: Travel * Hut and more

With an agreement reached Garavel speeds the pace of his mount. The wagon follows suit. Clearly the slower vehicle won't keep up, but after several miles of travel it is staying in sight. With the occasional stop for tracking the smaller group it should be no problem for the group to stay in sight.

Survival (Ami): 1d20 + 10 ⇒ (8) + 10 = 18
Survival (Ami): 1d20 + 10 ⇒ (17) + 10 = 27
Survival (Ami): 1d20 + 10 ⇒ (16) + 10 = 26
Survival (Ami): 1d20 + 10 ⇒ (17) + 10 = 27

After the first mile Ami and Yeen are easily able to reestablish the trail. The group seems to have been heading in the same direction the group now travels.


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

Woooooah girl... the dwarf rider thinks to himself, relieved to have made his mount's accident into a less embarrassing spectacle.

"I vote along with the fire mage." the dwarf offers. "No sense in splitting the group, unless we were going to use a two-pronged attack."

Otah continues riding, wondering when the gnolls will appear within sight, and the amount of time it will take for the halflings mounts to descend upon the.


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 follows his brother, certain the elder, better halfling will lead him directly towards more gnolls to slay.

When asked to check tracks or scout ahead, he does so eagerly.


Maps: Travel * Hut and more

After an hour of travel the trail seems to be lost but another one takes its place. This trail seems to be that of a small cart. From the looks of it the vehicle lost a wheel. Some type of repairs must have been done as the cart trail continues ahead.

Perception:
Mahdi: 1d20 + 3 ⇒ (19) + 3 = 22 (normal)
Aldebert: 1d20 + 9 ⇒ (2) + 9 = 11
Pent: 1d20 + 7 ⇒ (13) + 7 = 20 (low-light)
Amiamble: 1d20 + 10 ⇒ (18) + 10 = 28 (normal)
Yeenoghu: 1d20 + 6 ⇒ (1) + 6 = 7 (low-light)
Otah: 1d20 + 2 ⇒ (1) + 2 = 3 (darkvision)

Ami, Pent, & Mahdi:
Over the horizon you see something off to the side of the road. You estimate another few miles will bring you to what you see in the distance.


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

"Brother!" Ami's voice yells in return from one of his outtracks. "There is something that way! Over the horizon! Does anyone see it!?" Ami points off the side of the road.

"Maybe that is it? And maybe there will be gnolls to slay there."


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

"Excellent brother - good scouting. Let us proceed with caution."

He looks at the others, "Perhaps we should leave the wagon and any spare mounts here, in relative safety, and close ready for action."

No matter what is decided, Aldebert draws his greatsword and proceeds forward with his brother, at a steady even pace, watching for trouble.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


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

Otah nods and turns his mount to follow the halflings scouting efforts.


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 suppose that's reasonable," Mahdi murmurs to Aldebert's suggestion. He shades his eyes with his hand, gazing out over the desert landscape. "Can't quite tell what it is at this distance, alas... but we should be close now, I think."


Maps: Travel * Hut and more

At the side of the road is what appears to be what remains of a simple cart. Not far from the cart is a dead mount, killed with crude weapons. The cart itself looks to be charred, in addition to having been broken. It is difficult to tell what happened first.

Perception:
Mahdi: 1d20 + 3 ⇒ (12) + 3 = 15 (normal)
Aldebert: 1d20 + 9 ⇒ (2) + 9 = 11
Pent: 1d20 + 7 ⇒ (10) + 7 = 17 (low-light)
Amiamble: 1d20 + 10 ⇒ (8) + 10 = 18 (normal)
Yeenoghu: 1d20 + 6 ⇒ (18) + 6 = 24 (low-light)
Otah: 1d20 + 2 ⇒ (20) + 2 = 22 (darkvision)

Ami / Yeen:
The entire scene stinks of gnolls. Yeen seems to be trying to lead you deeper into the rock and scrub brush at the side of the road.

Otah:
You notice some kind of movement within the rock and scrub brush at the side of the road.


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

The dwarf alerts the party with a voice that can be heard over the sound of the mounts motion, "I believe our quarry is trying to hide behind the scrubs there."


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

Ami and Yeen nod at Otah.

Ami looks at Ooootah and makes the 'you go that way' gesture. Ami then makes the 'we'll go this way' gesture. He then makes the universal 'whatfor' gesture, smashing his tiny fist into his tiny palm.

Ami and Yeen begin to stalk this way, hopefully joining Oootah in a pincher move.

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