GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Treasure Log
New Map of Kelmarane


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Maps: Travel * Hut and more

Ami:
Even with strange gaps in the trail you stay on track. You notice Yeen periodically sniffing at the air when the gaps appear.

Other actions during tracking?


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's usual daily buffs up: mage armor on himself, Yeen, Gretiem; false life on himself. False life HP: 1d10 + 9 ⇒ (4) + 9 = 13

Mahdi contents himself with just walking after their speedy riding halfs. He's enjoying the tropical air, occasionally taking notes on this or that he sees. This is a magical pocket dimension after all-- one created by a powerful wizard-- so he's academically as well as personally interested.


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 follows the halfs, remaining nearby Mahdi in case Kakishon has other plans. He eyes the mage's back every so often, imagining what it would do to climb on, and ride piggy, like he did with Hazim. Considering Mahdi's highly consistent lack of attitude adjustment, the gnome knows better, and enjoys the health of his marbles enough to keep them unroasted.


Maps: Travel * Hut and more

Mount bound folk do you round up the walking folk as Ami and Yeen close in on their quarry?

Perception:
Mahdi: 1d20 + 3 ⇒ (16) + 3 = 19 (normal)
Aldebert: 1d20 + 9 ⇒ (12) + 9 = 21
Pent: 1d20 + 17 ⇒ (8) + 17 = 25 (low-light)
Amiamble: 1d20 + 10 ⇒ (2) + 10 = 12 (normal)
Yeenoghu: 1d20 + 6 ⇒ (5) + 6 = 11 (low-light)
Otah: 1d20 + 2 ⇒ (6) + 2 = 8 (darkvision)

Pent:
Above and just beyond where Ami / Yeen seem to have found the end of the trail you see something flying quite awkwardly behind thick leaves. (More possible as group separation is determined.)


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

Well, as both mounts are medium, and as the rest of the party are also medium, they can't be ridden I think. However, Amiamble is tracking, which slows him down a little too. Ami, is that right?


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)

Yes, Ami only moves at half-speed while tracking, so only 20'.

Ami looks behind him to make sure others are keeping pace. When he senses that the hunt is coming to an end, he will cast Barkskin and Air Walk on Yeen.


Maps: Travel * Hut and more

Sounds good. So marching orders. Ami / Yeen, Aldebert / Gretiem, followed by? One standard action for all.

Ami:
You and Yeen follow the trail to a small clearing with a thicket of trees just ahead. As it has before, the trail seems to have reached a gap. Yeen sniffs energetically at the air.

Pent:
Above and just beyond where Ami / Yeen seem to have found the end of the trail you see something flying quite awkwardly behind thick leaves. You can make out a swishing tail, but that's about it.


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 ponders the last time his feet magically left the ground and the idea of pulling along a train of the party over the air. He quietly mulls it over, doing the mental gymnastics of how the experience may go, as to not make a fool of himself in it's execution.

Letting the hunters move forward, he takes the rear. If anything is going to surprise them, he'd rather have it be his armored hide than the fire-mage or the gnome.

I had a mental image of Otah playing at being an unjolly flying fat man pulling a pack of discontent reindeer.


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 holds his tiny fist into the signaling a 'STOP!' and that the party is close. Going by Yeen's sniffs, Ami and Yeen begin to walk, crisscrossing in the air, up to about 20'.

They look for their prey.

1d20 + 15 ⇒ (2) + 15 = 17 Perception


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

"Hey, uh, Aldi, right in front of your brother half... there's something flying about, swishing its tail... There. No, not there, there. Follow my finger, and imagine an arrow flying from it, in that direc... stop looking at my finger, Aldi... direction, where I'm pointing. Over there."


Maps: Travel * Hut and more

From just beyond the small clearing where Ami stops the group, what looks to be a lion with wings flaps awkwardly through the leaf canopy.

The creature is twenty feet in front of Ami/Yeen and approximately ten feet from the ground. I'll get Roll20 up later this afternoon if the youngest stays asleep.

Round One: Mahdi now acting. (I'm guessing you'd be about ten feet behind Ami / Yeen.)

Initiative
Mahdi: 1d20 + 10 ⇒ (13) + 10 = 23
Aldebert: 1d20 + 1 ⇒ (11) + 1 = 12
Pent: 1d20 ⇒ 15
Amiamble: 1d20 + 3 ⇒ (9) + 3 = 12 (with Yeenoghu)
Otah: 1d20 + 3 ⇒ (1) + 3 = 4
Creature: 1d20 + 7 ⇒ (8) + 7 = 15

Init Track
Mahdi Int 23
Creature Init 15
Pent Init 15
Ami (w/ Yeen) Init 12
Aldebert (w/ Gretiem) Init 12
Otah Init 4


Maps: Travel * Hut and more

Roll20 is up. Feel free to move your token as long as you stay behind Am/Yeen.


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

Knowledge Arcana?: 1d20 + 17 ⇒ (2) + 17 = 19

Mahdi squints at the flying monstrosity, trying to think if he knows what it is. Will delay action til I know the results of that check


Maps: Travel * Hut and more

Mahdi:
You know the creature is a dragon be, a lion with dragon like wings. You're sure your spell's will work normally on the creature, but nothing else about it comes to mind.


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

"Some sort of.... draconic lion. Or leonine dragon," Mahdi says with a slight hrumf for his own ignorance. "If it's like most dragons it can probably breath something disgusting on us all. And it can obviously fly, so.... let's try and shut it down quickly."

Casting Haste on the party, then moving.


Maps: Travel * Hut and more

The flaps moves awkwardly to the ground directly below it before letting loose a devastating roar.

Everyone: Fort Sv, DC 17. Fail:
Anyone who fails save becomes fatigued. Only Aldebert/Gretiem and Ami/Yeen are deafened for rounds: 2d4 ⇒ (3, 4) = 7 upon failure.

Round One: All PCs now acting.

Init Track
Mahdi Int 23
Creature Init 15
Pent Init 15
Ami (w/ Yeen) Init 12
Aldebert (w/ Gretiem) Init 12
Otah Init 4


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

Fort: 1d20 + 10 ⇒ (3) + 10 = 13 sigh.

Even in his magically induced speed state, Otah advances more slowly than he ought to have.

He lashes out with his reach weapon, leaving room for the halflings to engage.

+1 Keen Cold Iron Horsechopper, moved, fatigue: 1d20 + 14 + 2 - 1 ⇒ (1) + 14 + 2 - 1 = 16 for: 1d10 + 7 + 2 - 1 ⇒ (10) + 7 + 2 - 1 = 18

Dice are not in Otah's favor this morning.


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)

Round 1, Init 12+

1d20 + 5 ⇒ (13) + 5 = 18 Fort (Ami)
1d20 + 10 + 5 ⇒ (3) + 10 + 5 = 18 Fort (Yeen)

Ami and Yeen circle the creature, preparing to pounce next turn. Ami casts Divine Favor through Yeen, to help the cat take down this food.


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

Round 1, Init 15

Status:

AC = 13
HP = 44/44
Weapon Equipped = +1 Light Crossbow
Condition(s) = Haste

Fortitude Save v DC 17: 1d20 + 8 ⇒ (18) + 8 = 26

Pent takes the cat-bird's roar as challenge, so answers in turn, laying out some light to let the creature know that they mean it harm.

Ranged Touch, Searing Light: 1d20 + 7 ⇒ (20) + 7 = 27 for 4d8 ⇒ (2, 5, 8, 2) = 17 damage
Confirm Critical?: 1d20 + 7 ⇒ (4) + 7 = 11 for 4d8 ⇒ (5, 6, 5, 2) = 18 damage

"Doesn't seem right, now that I've wronged it. We're killing one thing, to feed and appease another, when the egg lenders could just as easily do it themselves, and stop playing their petty games with us. I'm taking them less and less seriously with each bloody stroke against denizens of Kakishon that would have otherwise led themselves long, old lives, had we not ventured here."


Maps: Travel * Hut and more

Suddenly worn by the roar, Otah finds himself swinging with less vigor. A ray of light from Pent makes up for the dwarf's sudden lack as brightness sears into the feline.

Round One Aldebert now acting.
Round Two Mahdi now acting. (Need a fort save first.)

Init Track
Mahdi Int 23
Dragonne Init 15, AC 20 (touch 12); -17 hp
Pent Init 15
Ami (w/ Yeen) Init 12
Aldebert (w/ Gretiem) Init 12
Otah Init 4, fatigued


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

Round: 1, Initiative: 12

Status:
HP: 94/94, AC: 23 (F22/T14) (-2 from charge not applied)
Conditions: None
Weapon Equipped: Greatsword
GreatSword Attack BAB +9/+4, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 1/2 (Full round)
Smite Evil: 3/3 (Swift, +4 attack, +9 damage, +4 AC)
Lay on Hands: 8/8 (Swift, 4d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 6, concentration +10, DC 14+)
1) Bed of Iron, Hero’s Defiance, Timely Inspiration
2) Mirror Image, Paladin’s Sacrifice
- - -
Gretiem Lord of the Green
HP: 62/62 AC: 25 (F22/T13) Included: +4 mage armor (-2 from charge not applied)
Fort: 8 Reflex: 8 Will: 4 BAB: +5 CMB: 10 CMD: 23 Move: 40’
Conditions: None
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert Fort: 1d20 + 13 ⇒ (13) + 13 = 26 vs DC 17
Gretiem Fort: 1d20 + 8 ⇒ (13) + 8 = 21 vs DC 17

Aldebert guides Gretiem with his knees, charging the great beast. Movement provokes if the creature has reach.

Greatsword (magic): 1d20 + 11 + 3 ⇒ (12) + 11 + 3 = 26 (haste, charge) damage: 1d10 + 13 ⇒ (8) + 13 = 21
Gretiem Bite (magic): 1d20 + 11 + 3 ⇒ (11) + 11 + 3 = 25 (haste, charge) damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15


Maps: Travel * Hut and more

The dragonne bites at Aldebert as he charges atop Gretiem. It's teeth sink into the halfling as his greatsword and Gretiem's teeth bloody the creatures tawny fur.

bite: 1d20 + 13 ⇒ (19) + 13 = 32, dmg: 1d8 + 5 ⇒ (5) + 5 = 10

Round Two: Mahdi now acting. (Need a fort save first.)

Init Track
Mahdi Int 23
Dragonne Init 15, AC 20 (touch 12); -17 hp, -36 hp
Pent Init 15
Ami (w/ Yeen) Init 12
Aldebert (w/ Gretiem) Init 12, -10 hp
Otah Init 4, fatigued


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

Fort: 1d20 + 6 ⇒ (19) + 6 = 25

Mahdi's glad of his distance from the deafening roar, and still winces a little and rubs at his ears. "Ow....

"Well let's hope the turtle doesn't mind meat that's lightly cooked."

Casting flaming sphere into the dragonne's space. DC 20 Reflex save or 3d6 ⇒ (3, 3, 4) = 10 fire damage.

(Haste is on the party, in case Otah or Aldebert missed it)


Maps: Travel * Hut and more

On the ground the dragonne is much more agile than its awkward flying may have indicated as seen by its sidestepping of the flaming sphere. It redoubles its efforts against Aldebert with teeth and claws. Off balance from its dancing feet it misses the halfling.

Ref: 1d20 + 9 ⇒ (12) + 9 = 21

bite: 1d20 + 13 ⇒ (7) + 13 = 20 (miss), 1st claw: 1d20 + 13 ⇒ (6) + 13 = 19 (miss), 2nd claw: 1d20 + 13 ⇒ (6) + 13 = 19 (miss)

Round Two: All PCs now acting.

Init Track
Mahdi Int 23
Dragonne Init 15, AC 20 (touch 12); -17 hp, -36 hp
Pent Init 15
Ami (w/ Yeen) Init 12
Aldebert (w/ Gretiem) Init 12, -10 hp
Otah Init 4, fatigued


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)

Round 2, Init 12

It takes Ami a moment to adjust to the rush of combat, so he allows Yeen to lead and strike. The cat 5' steps in and attacks with tooth and claw.

Ami:
1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13 to hit; (slingstaff,haste,flank)
1d6 + 2 ⇒ (2) + 2 = 4 damage.

1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23 to hit; (slingstaff)
1d6 + 2 ⇒ (1) + 2 = 3 damage.

Haste:
1d20 + 9 + 1 + 2 ⇒ (1) + 9 + 1 + 2 = 13 to hit; (slingstaff,haste,flank)
1d6 + 2 ⇒ (2) + 2 = 4 damage.

Yeen:
1d20 + 13 + 2 + 1 + 2 ⇒ (14) + 13 + 2 + 1 + 2 = 32 to hit; (bite,DF,haste,flank)
1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

1d20 + 13 + 2 + 1 + 2 ⇒ (1) + 13 + 2 + 1 + 2 = 19 to hit; (bite,DF,haste,flank)
1d4 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

1d20 + 13 + 2 + 1 + 2 ⇒ (8) + 13 + 2 + 1 + 2 = 26 to hit; (bite,DF,haste,flank)
1d4 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.

Haste:
1d20 + 13 + 2 + 1 + 2 ⇒ (7) + 13 + 2 + 1 + 2 = 25 to hit; (bite,DF,haste,flank)
1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

Combat Stuff:

ACs: Ami: 26 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami: 67/67; Yeen: 80/80

Ami:
[ dice]1d20+9+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+4+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+13+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 0/8 used (DF*1)
Lvl 2: 0/7 used (barkskin*1)
Lvl 3: 2/7 used (mag vest*2)
Lvl 4: 0/5 used ( )
Extend Rod: 2/3 used (mag vest*2)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


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

Round 2, Init 15

Status:

AC = 13
HP = 59/59
Weapon Equipped = +1 Light Crossbow
Condition(s) = Hasted

Pent delays, hoping that the halfs have done enough to the poor beast to end its suffering, and ready it for the sacrifice it unwillingly makes for them, to turtle.

"So, the cat-bird is pretty much Katapeshi food, eh? Turtle eats it, and one hour later it's hungry again?" The gnome purses his lips.


Maps: Travel * Hut and more

With a series of sling projectiles and teeth the winged lion falls to the ground.

Combat is over.

Between the previously used chariot and flying plan it seems there the gap between moving the beast and dropping it in to distract the turtle is pretty much set. Happy to fast forward here, but do role play what you like. I'll check in tomorrow.


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 the slain dragonne and smiles, happy to have hunted again and with his brother.

"Brother, can you and OOOoo-gah drag this back to the protein? It's protein for the protein, I guess," Ami guesses. "I'll keep an eye out for more danger."

Ami will work with the party to get the body back to the shore so Pent can get his toot on.


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

As the beast falls, Aldebert is pleased there was less mayhem than there might have been.

"Let's get it to the beach." he riggs up something to drag it to the beach and walks beside Gretiem as he pulls, as his brother suggests.

Once there, he asks, "Do we have the spells we need to leave today, or do we need to wait another day to prepare?" he's fine waiting if they must, but he's eager to try their plan.


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 pulls up a rope and assists in the dragging of the beast to the beach. Lumbering with each step, he tries to keep up with the party but seems to be having trouble doing anything more than moving at his usual slow dwarven trod.

Upon reaching the beach, he drops his rope and stretches. Listening to Aldebert's question, he yawns. "You think Rayhan has a spell that will produce some hot coffee?"


Maps: Travel * Hut and more

"Just tell the hut what you want when you have it create food and drink., Rayhan smiles as he offers Otah a hot cup of coffee. So you won't be needing these anytime soon then?" He hands over two more scrolls of water breathing.


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 paces the shore, horn in hand, as the others drag the cat-bird back. "Ready to go, the turtle should show, as soon as I blow. The ship appears all the way, over there, before the turtle drives it to the deep. So, we need to be there, waiting, so when the horn blows, and the ship shows, we drop the cat-bird into its awaiting maw, and drop to the deck, hoping the turtle doesn't immediately feel the need, the need to feed? We only have one cat-bird. That giant turtle could sit down and eat, what, a dozen cat-birds, six elephants, and thirty-two chickens, at a time? I'm not hopeful, but go ahead and get the ball rolling, Aldi."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
GM Lareg wrote:
"Just tell the hut what you want when you have it create food and drink., Rayhan smiles as he offers Otah a hot cup of coffee. So you won't be needing these anytime soon then?" He hands over two more scrolls of water breathing.

"I think hang onto them for the time being Rayhan, thank you. If this works, we won't need them."


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Maps: Travel * Hut and more

Over the many many years this strange world has offered both visitors and prisoners a variety of strange sights, but none can compare to the stalwart size of an enlarged dwarf flying through the air. Shining weapon stowed upon well worn armor gleam in this worlds strongly different light while strengthened arms hold a winged lion. As if announcing the arrival of this grand lord of the air, ram horn is sounded. The sea vessel approaches and soon the turtle surfaces. With a splash the winged lion falls from the sky. If it were not for the hunger of the sea beast surely it too would pause to gaze upon the grand sight of Otah, larger than life flying through the air.

Busied with the delivered meal, the turtle is unable to harass the ship which makes land fall very near the pier. Up close its prow greets you with the skull of a ram, stripped black and white sails flapping in the wind, and the long oars that have helped propel it close to the pier. A sturdy wooden ramp is let down from the side of the vessel for ease of access.


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, is Rayhan coming with us?" Ami asks, getting onto the ship while they have the time. "Do you have everything? Everyone?"

Ami and Yeen get aboard (Yeen after a little coaxing, this is new to him.)


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

Sorry. This has been a week.

It's a long time since Mahdi cast the humble enlarge person, but he laughs in simple delight to watch the dwarf doubled to unusual size as a result of his handiwork. He claps his hands lightly together when the boat finally successfully arrives before them.

"Well! Does that please you, Pent? A lack of turtle slaughter-- we just had to slaughter something else instead, haha. Now then, let us hope there are no more hoops to jump through before we meet our mysterious quest-givers. Master Rayhan, please, make yourself comfortable on the boat with us-- I cannot promise it will be wholly safe but leaving you here on your own seems far more dangerous. And yes, the scrolls may still come in handy at some point, but it seems today we have another solution."


Maps: Travel * Hut and more

" You'd have to tie me up to get me to stay here. I am very interested in seeing the vessel up close and more of this world." Rayhan gathers what he had quickly and excitedly follows the group aboard the ship.


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

Aldebert leads Gretiem up the plank, and enters the ship. Though he doesn't have his sword out, he does rest his hand on the pommel. Who knows who's on this ship, and so far they haven't had the warmest reception in this pocket universe.

He hurries, conscious that the 'turtle' might finish it's meal quickly and they'd best be away before that happens.


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

"Well. That was something."

He watches as the scrolls transfer around. "I wouldn't mind if one of those were in ready reach while we're on this boat." he looks down at himself, knocking the armor he is wearing. "There's not much swimming to do in this."


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:
"Well! Does that please you, Pent? A lack of turtle slaughter-- we just had to slaughter something else instead, haha."

"Yeh, fickle gods of Kakishon, I'm telling you." Pent continually moves over the deck of the vessel, aft to fore, port to starboard, amidships, windward to leeward, always keeping his eyes on the waterline, expecting the giant turtle to begin to emerge from the waters, from the deep.

Pent doesn't stop until the ship is safely docked at the next port of call.

Perception: 1d20 + 20 ⇒ (20) + 20 = 40


Maps: Travel * Hut and more

The deck of the vessel is empty save a single construct that seems to be serving as the ship's helmsman. It's ram-headed body shines in the light as its brass limbs move into motion. Oars move in unison to maneuver the vessel away from the pier. Once clear of the rock, the oars disappear into the vessel as the wind fills the sail. Staying within sight of land the ship moves out of an inlet before emerging into open water and turning. It quickly becomes clear that this particular island is crescent shaped with another island to the south.

Rayhan looks on in wonder, "I wonder where it's taking us?"


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

Aldebert shrugs at Rayhan as if to say, I dunno.

He carefully checks the ship with Pent, in case there are any stow-aways. Satisfied, he moves back on deck. "Mahdi, have one of those scrolls of water breathing ready in case any more turtles show up. We may need to fight to defend the ship."

For his part he keeps his potion Touch of the Sea, ready at hand.

He leans in to Gretiem, "You stay with the boat old fella if things go sideways. Just climb to the highest point and wait. I'll see you clear of this safely. I promise." He hopes he can fulfill that promise...


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Maps: Travel * Hut and more

As the ship continues in a southernly direction the nearest island comes into sight, it looks much like the island the group has just departed. You can see several hydra making quick work of a group of sea turtles that had taken to resting on the beach. A small group of gnolls hoot an holler at the spectacle.

Sailing pass this island the vessel in a south easterly heading, another smaller island comes into view. This island is covered with snow. How such a place exists surrounded by the tropically warm waters. Continuing to the north of this smaller island the ship comes into view of a mountain lined island that is much larger than any of those you have seen so far on the journey. The vessel make a sharp turn to the south, moving between the snow covered island and this new mountain covered land, which now it is clear runs quite a distance to the north and south. Continuing toward south, still-smoking ruins of a shining palace can be seen atop one of the mountains surrounded by jungle.

A large griffon flies over the pier area as the ship approaches. Like the pier you departed, this one shows signs of instability and massive fire damage.

This journey takes approximately two days, with the PCs arriving about the same time of day that they departed.


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

Aldebert remains tense for the first while, expecting at any moment the turtle to rise up from the depths. However, as the minute turn to hours, and the hours days, he begins to relax.

"Apparently this is a very large place, though I don't like the residents too much." he notes the various creatures as they pass, and tries to insist on a careful watch rotation, day and night.

As they approach the pier, he regathers whatever gear he might have placed around the boat, and checks his kit. As the griffon flies overhead, he worries what else might be waiting for them at the pier.

When they do finally dock, he waits some time to see what might come to join them, before suggesting they depart.

"We should all go Rayhan, there's no knowing where the boat might go next - we should stick together."

He'll walk Gretiem down the plank, mount up, and suggest, "Let's look around shall we?"

How far away is the palace?


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! Gnolls! Servants of the Rough Beast! Shall we go slay them?!" Ami asks, finally having something to do after the days on this boat. "We can run on the sky to them and strike them down! Wouldn't that be fun!" Ami smiles and looks very excited about his very excellent idea to ride the plane of the gnolls.

Yeah, probably not, but Ami can dream. Be glad he doesn't have fireballs because there would be some tossed otherwise.

* * *

As the boat comes closer to the dock, Ami mounts Yeen and casts Air Walk. He sees little need for stealth and moves up to a height of 20' and goes over the pier and area to check for trouble.

1d20 + 15 ⇒ (3) + 15 = 18 Perception


Maps: Travel * Hut and more

Near the pier is a white marble road that leads north in the direction of the smoking palace that was seen while nearing the area.

The palace is about twenty miles to the north.


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 heaves and hurls for the majority of the time he's on board. Initially, his emissions are plentiful, consisting of most of the hut's food dispensations. Gradually, his vomitus becomes less voluminous, thinning to dribble, allowing the heaves to dry. He's reduced to quiet petitions to Sarah to stop the teeter-totter of the deck, which are interrupted by quick braps of belching.

He eventually succumbs to exhaustion, allowing him the sleep necessary to recharge into the next day, though he's the surliest he's ever been. He's never been on a boat before, and he's repetitive about not wanting any more experience afloat. He books down the boarding plank, welcoming the instability and fire damage of the land pier.

Finding the path, and mentally connecting it to the smoking palace, he begins down the white marble road, as he assumes they all will. He looks at Mahdi for any forthcoming signs of speeding their traipsing.


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

Aldebert marches off after Pent and more or less stays on the road. He watches nearby though, for possible ambush.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29


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 run in the sky (and closer to the sun) while his magics hold up, then returning to walk with his brother (often ranging from side to side and front to back to scout) on the way to the smoke palace.

Ami eventually comes up to Mahdi, questions in his eyes and know his good human friend will be delighted to answer any questions.

"Mahdi! Mah-DEE!" Ami runs up, eyes bright. "I have a question. Are the souls of the gnolls here equally as black and damned as those in the real world? Because this world does not really exist, or only exists within the map, do the gnolls and their evil also exist? Or might they be different?"

Ami considers, trying to explain.

"I assume that since I can still feel Sarenrae's warmth on my face and in my heart...and the gnome seems to be tooting with usual gusto, that Sarenrae's influence reaches here...so the Rough Beasts taint might as well?"


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

New day preps: false life, mage armor on self, Gretiem, Yeen. False life: 1d10 + 9 ⇒ (4) + 9 = 13

Mahdi gazes out past the many islands as they pass, grudgingly accepting that flying might not have gotten them out to any of the others after all. He does in fact look rather grimly at the gnolls, but doesn't throw fire to shore to try and hit them-- there may be other things he needs to burn...

When a second day passes on the boat Mahdi busies himself with trying to draw a crude map of the islands they pass in the back of his spellbook. Art's not really his strong suit, but he makes notes of landmarks they pass and chitchats with Rayhan about the power it must have taken for Rayhan to create such a place as this pocket dimension-- and how does he think it came to be populated by so many creatures, and so forth.

When they reach shore, Mahdi is just as glad to be back on solid earth-- he's not seasick like the miserable Pent, but he still bears open water no love. "Wash the sick from your beard, Pent, there's new land to explore."

Mahdi calls up his chariot again-- he has no intention of hiking for miles when there are steeds of flame and smoke to carry him in style-- and graciously permits the others to board if they would like to. "Let's see where this marble road goes to."

The firemage waves a hand dismissively at Ami's line of exuberant questions. "Don't know, don't care. It's theology you're after, ask Pent. I pass no judgment on souls, I merely burn flesh."

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