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

"Brother, while I do not see it now, I did in fact see something so do not blame this on the flatulent one. I cannot say what it was, but I am most concerned about it."

He stops, and turns to face his brother, "You know magic better than I of course, but I am sure there is something there. It comes, it goes, but if it doesn't have Yeen in its grasp, it's certainly trying something and may some day succeed in whatever it's trying to do."

"I know how much you love Yeen. Are there stronger Sarenrae magics that might be brought to bear? Your circles are but temporary, and this thing might avoid them and still do harm."


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 still gives stink eye to the stinky one.

"He should know better...and you didn't answer my question: is this the same as last time? It's the same thing. It hasn't caused Yeen any problems then, and isn't now."

"The circles should drive the evil away, that they do not shows that the evils are not there or are so different that it does not matter."


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

In a quieter moment, Pent approaches Aldebert. "Sounded like that went as well as we could have hoped. If you need Sarah's seer-eyes, just ask, though I suspect it will only incense your brother half. I suppose all we can do is remain vigilant, and cross the bridge when it's come to. You need anything, let me know." The gnome pats the half on the back, then gives him space.

Pent takes to the shore, and blares the horn again. He waits for ship, turtle, and/or both. "Who's got the egg?"


Maps: Travel * Hut and more

This ship arrives in quick order. A walkway is lowered and the same strange ram headed helmsman silently stands near helm.


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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

IDK if anyone ever specifically had declared possession of it. In the interests of not bogging us down on that point however:

Mahdi wordlessly proffers the egg to the boatman, dismissing his chariot with a snap of his fingers.


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

"It appears to be the same as last time, but the fact that it isn't going away is troubling. I shall be keeping my eyes open and will let you know if I should see it again." Aldebert shakes his head at his brother, feeling he should be more concerned about this attack.

He nods to Pent when he speaks, though his thoughts are elsewhere. He follows Mahdi and the others onto the ship, pleased with the egg hand off at last. He wonders where they'll go next.


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, if there are shadows around Yeen, it's only because Sarenrae's light shines on him so strongly," Ami says, ending the ridiculous conversation.

Ami waits to see where the boat takes them.


Maps: Travel * Hut and more

As Mahdi hands over the egg the strange construct’s eyes take on a greenish-golden glow as he turns to the tiller and guides the galley out to sea. The ship sails on ward as twilight turns to a deep darkness. Past the islands you saw earlier (Isle of the Dead, Aliskiren, Kahndelwal, and Sorrow). It continues in the darkness for hours more. By the time light begins to reveal the details of the voyage again there is nothing around other than water. Even as this day arrives it seems as if the growing ambient light is beginning to dim and distort, as though filtered by a thin veil of dark mist. Sounds become simultaneously muted and echoing, and in the far distance a loud but growing susurrant hiss can be heard. The ship continues to speed ahead, moved forward by quickening waters as well as the relentless strokes of its animated galley oars and a freshening breeze.


Maps: Travel * Hut and more

The light around dissolves into a misty twilight of winking stars and roiling clouds above a roaring sea. In a moment, the mists part and the traveler can see with terrible clarity that the sea below seems to end, as if sliced of by an impossibly huge razor. This is the end of eternity.

Standard actions for rounds: 1d3 + 1 ⇒ (1) + 1 = 2


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? MAHHHH-DEEE!!?" Ami looks around and out to 'sea'. "What is happening?" Ami mounts Yeen, unsure what to do next.

GM Lareg, can you describe the scene a bit more? I'm not sure if the world is ending, or we'll about to sail off an edge(?), or we're in a Flock of Seagulls video.


Maps: Travel * Hut and more

Rayhan yells over the growing sound of rushing waters. "This must be how Nex created the illusion of a horizon. This world is a disc, like the rounded curve a a buckler. Look there." He points to the side of the ship where water can be seen falling into oblivion. Some seems to hug a curve briefly before falling.


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 suddenly loses all nausea, in the face of such an epic seascape unfolding before his eyes. He bounds from side to side, taking it all in. "Magnificent! Reality and Illusion colliding! I've never seen its like, likely never will again!!" The gnome's color is anything but diminished.


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

"We're meant to be on this boat - we just have to hope the proteons don't want us dead!"

He looks over the side, "Besides, what are we going to do - swim?"

He follows his brother, and climbs up on Gretiem. He considers taking out his sword, but leaves it sheathed for now.

He hangs on...and prays to Abadar that they will be victorious and escape this place.


Maps: Travel * Hut and more

Pending actions from others I will continue ASAP.


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 casts Air Walk on Get'him, so that his brother can save himself should the ship go down.


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

"Thank you brother!" Aldebert shouts over the growing noise.

He grits his teeth and waits to pass beyond the end of the world.


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 looks at the oncoming rush of the end of the world-- or at least this world-- and... laughs.

"If we should die, what a place for it, eh?"

Mahdi murmurs the words of a spell over himself, to grant him flight, but does not leave the boat, still hanging onto the sides.


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)

If the ship looks to be continuing over the edge, Ami will also cast Air Walk on Yeen.


Maps: Travel * Hut and more

As the ship plummets over the edge of the infinite those with the means of flight can attempt to stay in proximity of the ship without being bashed into it. Meanwhile Otah and Pent attempt to balance themselves or grab onto the vessel as it falls (Acrobatics or Climb, DC 20. Two checks).

1st Failure:
dmg: 2d6 ⇒ (5, 6) = 11

2nd Failure:
dmg, nonlethal: 8d6 ⇒ (6, 5, 1, 1, 3, 3, 4, 3) = 26


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 watches as the ship begins to plummet, so he races to Otah, and gives the dwarf the means of maneuver with Sarah's Soar. Cast Fly on Otah

Bouncing to and fro, the gnome takes his hits. "WHOAAAA, BOOOAAATTT!!! KEEP AFLOOOOAAAATTT, BOOOOAAAATTTT!!!"

Acrobatics: 1d20 ⇒ 7
Acrobatics: 1d20 ⇒ 12

Pent clenches, making sure he's mended before the boat ends its fall.

Channel: 5d6 ⇒ (6, 6, 5, 3, 1) = 21
Chance of Emissions, Low's a Go: 1d10 ⇒ 4

5 hp non-lethal remaining


Maps: Travel * Hut and more

As the ship falls beyond it plunges into what looks to be a half-formed world. The cascade of falling water, once a raging torrent, thins and dissolves into clinging mist, and within moments the ship’s fall slows as the clinging mists grow thicker and almost solid, a turbid expanse of featureless, washed-out colors. The ship finally comes to a shuddering stop, settling into a strange “lake” of thicker mist with a muffled thud, shaking with the impact.

Fly skill check from everyone other than Pent.


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's immediate reaction to landing is to look straight up, and see where he fell from. He circles in place, making himself a little dizzy.

Perception: 1d20 + 20 ⇒ (5) + 20 = 25


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)

Uh, Air Walk isn't really flying. Maybe should be acrobatics instead?

1d20 + 2 ⇒ (18) + 2 = 20 Flying (+0 if acrobatics) - Ami
1d20 + 2 ⇒ (4) + 2 = 6 Flying (+12 if acrobatics) - Yeen

Ami and Yeen do something in the air.


Maps: Travel * Hut and more

@Ami Handle Animal (and Aldebert) seems to be a more relevant skill, in which case solid check from Ami. Also, having read up on air walk it looks like mounts needs to have been trained to use air walk. I'm going to assume Yeen was, but tricks listed need to be shifted accordingly (let me know the plan for Gretiem).

Pent:
You see that Ami has kept Yeen near the boat as it fell, but you can't make out anyone else yet. The thickening mist isn't helping you spot the rest of your party.


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

1d20 + 12 ⇒ (12) + 12 = 24 Handle Animal - Aldebert
1d20 + 10 ⇒ (3) + 10 = 13 Acrobatics - Gretiem (He has the trick for Air Walk, picked it up last level)


Maps: Travel * Hut and more

Ami and Aldebert easily maneuver back onto the surface of the ship where Pent is waiting, slightly battered but none the worse for wear after his emissions of divine healing. Moments later Otah flies adroitly into view, making a show that nearly matches his delivery of the winged lion into the waters above. Mahdi on the other hand lands carefully, only just managing to hit the deck. With everyone back aboard the ship, damaged but intact. lurches into motion soon it is caught up in a current that within a short time brings you within view of several small isles of Not. The one the ship seems to be approaching spears to have several lit caverns upon it.

Around the Isles, the mist is as strong as stone, yet possesses a curious elasticity that yields softly to the touch. The glowing light from the caves seems to have no true source—everything seems under shadowy illumination. The ship makes shore easily as the malleable mist seems to cradle its approach. Likewise the ramp makes it simple to disembark.

Fly, Mahdi: 1d20 + 6 ⇒ (4) + 6 = 10
Fly, Otah: 1d20 + 4 ⇒ (17) + 4 = 21


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)

Indeed. Yeen took the trick (link) about a year before the training montage (link) happened.

"Mah-DEEE! What just happened?" Ami asks, still ready to spring again into the air if necessary.


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

Aldebert, though walking on air, stays close to to the ramp, hovering just inches above it - 'flying' still throws Aldebert for a loop and he's trying to ease into it, recent craziness aside.

He heads a little inshore to see if there's a welcoming party or if they're on their own for the moment.

"That was something else!" he shakes his head at what they just experienced.


Maps: Travel * Hut and more

Perception:
Mahdi: 1d20 + 3 ⇒ (1) + 3 = 4 (normal)
Aldebert: 1d20 + 12 ⇒ (18) + 12 = 30
Gretiem: 1d20 + 6 ⇒ (13) + 6 = 19
Pent: 1d20 + 17 ⇒ (17) + 17 = 34 (low-light)
Amiamble: 1d20 + 15 ⇒ (9) + 15 = 24 (normal)
Yeenoghu: 1d20 + 6 ⇒ (12) + 6 = 18 (low-light)
Otah: 1d20 + 2 ⇒ (14) + 2 = 16 (darkvision)

The area in front of the cave is quite spongy and uneven, constantly shifting and moving despite their solid appearance. (Difficult terrain.) Swirling mist and a couple of standing lights sit within the cave ahead.

Perception>19:
You see within the caves circular plugs of shifting mist on the walls, which although at first glance look more like strange protuberances, you realize are doors.


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 air walk into the cavern, trying to stay high in order to look around and make sure the area is safe. Yeen sniffs and snarls, hoping many gnolls live in his cave.

1d20 + 15 ⇒ (16) + 15 = 31 Perception - not doors, gnolls? foes? danger?

"Brother, there are doors there. Might be that we head toward those?" Ami asks, waiting for his brother to lead because that is what big brothers do.


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

"Well. That was certainly.... something," Mahdi says as he smooths his robes. He looks around him with interest, taking in the strange quasi-solid mist, the caverns, the lights ahead.

Per vs dc 19: 1d20 + 3 ⇒ (7) + 3 = 10

"As for what happened, we fell off the edge of the world, obviously."

Any relevant knowledge skills here about the mist/caves/etc?

Flat die roll: 1d20 ⇒ 13 + relevant skill


Maps: Travel * Hut and more

Mahdi:
(planes) The thick mist that is keeping you from seeming much of anything beyond more mist seems to resemble what you imagine primordial creation might resemble. You postulate that if the proteans were forced to create a world, their first step would have been to make a place like this to work from.

Even in the thick mist it is clear there are three lights hovering ahead.


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

"Well, technically, we fell off the edge of 'a' world, their world, not 'our' world, 'the' world we'd otherwise use in default of all other worlds. Yup."

Pent follows along, deciding to challenge himself with the spongy quality of this new existence. He even debates asking Sarah to smooth his steps, if the going gets rough. Agile Feet for a round, if the ground proves non-compliant in places.


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

"Something indeed. This world has layers?"

The dwarf still doesn't understand this place, and his confusion about the events that just occurred distract him from the ease at which he maintained his motion without boots on the ground.

"We've changed worlds again? Or are we on the same world?"

He tests his footing against the moistness of the ground, getting a feel for how it moves beneath his feet. "Even the rock is weird. Is nothing sacred or stable in this place?"


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

Aldebert also stays just above the uneven terrain, but not so high as his brother. If anything he envies his freedom from the ground, but Aldebert is still nervous.

"Is this the ethereal plane? I've never been..."

He approaches one of the 'doors'. "Shall we see what lies beyond? Is everyone ready?"

When he gets a few nods, he opens it and tries to see what lies beyond.


Maps: Travel * Hut and more

The boundaries of this cave are unsettling to look upon, for slowly palpitating whorls and streams of dim, multihued radiance flicker deep within the pale walls. Even without the colored light, the passageway would be disorienting, as its width and height and direction seem to pulsate and shift, almost like the throat of an immense living creature. An echoing female voice calls out from the depths of the cave, saying, “Welcome, my guests. Come forward so we may speak.

Fort Sv, DC 15. Fail:
You are sickened while in the caves by its undulating nature.


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

Aldebert approaches carefully, still worried.

Aldebert fort: 1d20 + 13 ⇒ (20) + 13 = 33
Gretiem fort: 1d20 + 8 ⇒ (13) + 8 = 21


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

Fortitude: 1d20 + 10 ⇒ (15) + 10 = 25

"Into the belly of the beast then."


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

Fortitude Save v DC 15: 1d20 + 8 ⇒ (8) + 8 = 16

Pent bounds ahead, sure that egg lenders have purple eyes. He's not sure how many eyes, of course. How would one really know that? He completely forgets the memory of the tentacled thing that was turtle, to time. Here is a whole new experience, writing itself.

"Yes, yes! We're coming! Thank you for bringing us here! We have your egg, somewhere, if you need it back. Not sure how we get back. You've got yourself quite an environment here! Never a dull movement in these moments!"


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)

1d20 + 5 ⇒ (18) + 5 = 23 Fort - Ami
1d20 + 10 + 5 ⇒ (18) + 10 + 5 = 33 Fort - Yeen

If Ami or Yeen notice any undulations, they do not show it.

They air race ahead to the sound of the voice, examining the speaker.


Maps: Travel * Hut and more

Fort, Mahdi: 1d20 + 6 ⇒ (11) + 6 = 17

The walls, floor, and ceiling of this irregular chamber are studded with large cysts and buds, though they appear somewhat dried and withered. Most of the floor is covered with a pool of faintly glowing greenish liquid. As you continue forward you approach what may be the central chamber of the cavern complex, but its tough to tell with the shifting ground and malleable mist.

Its walls, ceiling, and floor are studded with strange cysts and buds. Most of the floor is covered by a wide pool of faintly glowing green liquid but for a narrow pathway leading around it to an opening on the far side. There stand a sumptuous divan, a canopied bed, and a table surrounded with chairs. standing near the entrance to the chamber is a strange, pale-skinned elven man dressed in fine leathers and armed with a curved blade. He watches your approach closely, but does not move.

A second gure is seated upon the divan across the room—another elf, this one female and strikingly beautiful. She calls to you, “I greet you, my heroes from outside this reality. I am Lahapraset. I am a spirit of creation, and I wish you to be my champions. Thank you for answering my summons, and I trust that business with the Golden Ram did not vex you overmuch— it was but a convenient way for me to judge your skill and worth. Do not mind Chinoy; he is not much for conversation but watches over my safety. Come, let us sit together. We have so much to discuss.


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 around, wondering if the dwarf or the gnome will be the one ruining this new potential relationship. He almost wonders if it's his turn to destroy a potentially positive relationship before it starts, but then thinks it's probably Mahdi's turn to ruin things.

Ami waits to see who will answer and is surprised that his brother hadn't already.

1d20 + 10 ⇒ (15) + 10 = 25 Know (Planes) - spirits of creation/these 'elves'


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 is compliant, sitting down in a chair without much fuss. Leaning his polearm against the table within easy grasp should the occasion warrant, he waits for the wiser-worded to mix words with Lahapraset.

He gives the male pale elf an acknowledging nod while assessing his gear and the tone of his posture.


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

"Whoa. Are you saying the elves are creators of worlds, or just this one? Elves have always struck me as blowhards and breakable, with sticks so far up their arses it makes Mahdi look like the very picture of open arms. You seem quite cordial. Not like Dilix. A bit of a shrew, seeking stroking to smooth her hackles. We are eager to depart, so tell us how to get started, so we can part ways amicably. Our purpose- exit Kakishon. What's yours, other than to look pretty and create worlds?"

Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19


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

"Greetings Lahapraset." Aldebert dismounts smiling as Pent asks his question in his own round-about way. Still, it's a question worth an answer, and he does not press anything further lest it get lost.

He walks over and sits, though he's careful not to wedge his blade in such a way that it will be difficult to draw if needs be.


Maps: Travel * Hut and more

"Greetings indeed. This form is one that I thought might be welcomed by outsiders. Alas, it matters not. So you have spoken with others. That may serve our ends well. Foresight is limited by many things. In Dilix I imagine it is to many years of cruelty. For others it is stature. Some even it is the conflicting voices that battle within. As for leaving this place, first of all outsiders must be convinced to go. To cooperate in going. Or destroyed if for some reason they won't go. Perhaps either is amenable?"


Maps: Travel * Hut and more

Ami:
You're sure Lahapraset doesn't actually really look like an elf, but beyond knowing that she can take on different shapes you're not quite sure what to think.


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 isn't sure what to think...about the elves, or who's turn it is to ruin everything. Since the gnome is starting off hot, Ami assumes it's his turn. He waits for his brother or Mahdi to ask good questions and find a way forward.


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 bows politely to the 'elves,' his face taking on an expression of keen interest.

"Thank you for your hospitality. Would it be permitted to see your innate forms, or is that impossible? I ask only out of great curiosity.

"I am Mahdi al-Jabira; I do not know what you may know of us. I myself would like to study the mysteries and wonders of this world, but there are other tasks than merely my own academic interests that beckon. It seems the one called Jhahvul was released back onto our own world by our arrival, perhaps? Forgive me if I am stating things you already know.

"Therefore, our priority is to return to our home and make sure this Jhahvul does not destroy the people and things we have left behind. So this group of outsiders, at least, wishes to leave.

"Do I take your words to mean that you wish us to find the other groups here who are not native, and... convince them to leave, or end their lives?" Mahdi asks neutrally.

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