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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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

"Is 2 somewhere in the burning death, Mahdi?" the dwarf asks as he tucks his beard under the padding beneath his armor.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Aldebert and Gretiem take up and off through the bending canal to the north, the walls an ample area on which a gecko may tread. Soon, they are out of sight.

Aldebert:

The heat of the tunnel is intense, despite your distance from the lava below. Without Mahdi's protections, you'd surely be taking fire damage consistently through the time of your travels. 1d6 fire damage/round

Rounding the bend, the bend continues, north, north some more, then northeast, then east, then southeast, and eventually south, forming a U-Pattern. At the end of this tunnel/canal stands an immense lava-fall. Its constant, hammer-like descent is awe-inspiring. Your protection from fire is one thing- passing through a wall of falling lava will surely send you to the bottom of the lava pools, where you will suffer crushing damage, and the inevitable need to burrow your way free before it's too late...

Roll20 Map has been updated.


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 pad out to the right, looking for a way forward.

1d20 + 14 ⇒ (6) + 14 = 20 Perception
1d20 + 13 ⇒ (13) + 13 = 26 Survival - any tracks?


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

Aldebert follows along the upper wall, all the way around and back.

His report is unhelpful. "It's like a giant half-ring of fire all the way over to the other side. Ends in a wall of lava. I dunno, maybe there's something we need to do to part the flow or something, but I'm not seeing any way for us to get through."

"If it weren't for the resistance, I'd have taken damage just walking along the ceiling!"

"Mahdi, if this is the next room, we should take the second door, right? I don't see any doors though. Maybe we have to do it in reverse? One, then Two, then Four?" Aldebert shrugs, not seeing a way forward though this passage.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Amiamble:

The current location is notable mostly for its hellish vortex, and the stone plinth as the sole object on the platform.

There are no tracks detectable along the floor, though there are fresh gecko tracks along the wall in Aldebert's direction, though they last only a short time before evaporating in the intense heat.

Mahdi:

For your sudden appearance within these fiery halls, you surmise that your room location was happenstance. Passing through doors in the order 4-2-1 still seems reasonable.

From this side of the Fire Curtain, there is no numerical indication above the archway, suggesting that a return to the rooms beyond the fire curtain will not provoke a hostile reaction, until you once again begin your selections. You've passed through a doorway marked '4', so reentering the previous chamber will not reset the need to once again pass through a '4' doorway, but the next, '2', doorway. Clear as lava?

Where do you go?


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

Aldebert mills around a little, unsure what to do. Presuming the party heads back into the treasure chamber, he'll proceed toward curtain number two...

"This place sure is strange. What is gained by walking through into that last chamber I wonder?"

He waits to proceed until Mahdi confirms he's on the right track in case he got it wrong.


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 furrows his brow, irrationally worried that the heat of the vortex might start to boil the water in and around his eyes. "I'd say we backtrack for now, and check out other curtains. Fire forge might be something for a dwarf or a fire mage, but I'm more interested to see cooler parts of this palace, myself."

Whether for the roiling vortex's promise of certain and painful death behind him, or the unexplored chambers in front of him, the gnome hesitates not at all in returning through the only archway available. He trusts fully in Mahdi's protections.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Presuming the rest follow the gnome..?

Re-entering the Chamber of the Lizard, you are reminded of the charred ashes of the Scroll of Kakishon lying in the center of the room. The archways are numbered as before, the untested curtains of fire rippling with menacing heat.

Where do you go?


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, if Mahdi's to be trusted...

Pent looks about at the archways, holding two fingers up, both fingers on one hand, and raises them to each doorway, until he wags the pair at the arch marked with a '2' in Ignan.

"So, Mahdi, by your reckoning..." The gnome bounds forward and through, intent on testing the bounds of this palace floor.

Here's hoping...


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Bold move, master gnome. Normally the squishies leave the risks to the haler teammates...

Risking much, the noble gnome passes through the fire curtain... and doesn't yelp. From the other side of the curtain, he bids the others follow him through.

When the others find their way to trust both mage and gnome, they are greeted by yet another chamber, this one marked by an artistic rendering of a Dragon.

In the center of this room, you find a brass lamp standing 3 feet high. It sits in the middle of this room. A large ruby has been cemented in place over its lid and traces of lead can be seen around its spout.

Rayhan makes himself useful, and takes to studying the ruby and fixture.

Appraise: 1d20 + 19 ⇒ (4) + 19 = 23

"Well, that ruby represents a small fortune. I'd imagine a reputable Katapeshi jeweler would pay 1000gp for it."

Rayhan looks pleased with the find, in its inherent worth, and continues to study it while the others acquaint themselves with their surrounds.

Roll20 Map has been updated.


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

Aldebert follows quickly in Pent's wake, sword held high.

When they reach the next chamber, he mutters, "Can you imagine living in a maze. Why you can't get pleasantly drunk for fear of getting lost in your own home!"

He eyes the gem warily, "So is the enemy of our enemy our friend? Should we remove the gem and see what's inside?" He imagines a genie puffing forth.


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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

Yes, very brave there, Pent. ;)

"I've heard stories of lamps such as this," Mahdi says drily. "Powerful genies sealed... incredible wishes granted... or it could just be a lamp. With a valuable topper, and ominous traces of lead."

Mahdi studies the room with his useful cantrip. "Let me see here."

Detecting magic, will spellcraft/arcana anything as appropriate. Does the lamp look as though it could be lifted or too heavy for that? Are there other exits from this room, or just the door we came in by?

"With our luck it might be a bound dragon, to judge by the art."

Mahdi raps on the brass lamp with his knuckles, calling out-- in Draconic-- "Anyone in there?"

He's joking. Sort of.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Aside from the auras of evocation from the Fire Curtains, Mahdi can find nothing magical about this brass lamp. The echo is resonant as the fire mage raps upon the metallic side. For the sound, you can gauge that the brass lamp itself would be unwieldy in carrying/transporting in its current form, while the ruby could easily be dislodged and appropriated for more practical purposes.

Rayhan steps alongside Mahdi, and wonders aloud. "I think you're onto something, master al-Jabira. The lead is likely a suggestion."

Aid Another: 1d20 + 19 ⇒ (9) + 19 = 28 lol, +2 to Mahdi for a Knowledge(Check) of his own...

Knowledge(History) DC 28:

This lamp's design has been recreated in books on djinn lore- for your surrounds, the lamp was likely the one used to imprison the last pasha of Bayt al-Bazan. This would hold personal meaning to Jhavhul.

Rayhan looks Mahdi over, as if something has already occurred to him, regarding the largish lamp.


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

Gotta roll this one!: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 Boom!

Mahdi's wry smirk at his own wit shifts to something more serious. "In all seriousness-- looking at it more closely, I remember it from a book. I'd half forgotten. This... I think this is the lamp that was used to imprison the last pasha of this palace. It's no doubt significant to Jhahvul. It would be difficult to take like this, but I think we should take the ruby. It might be worthwhile in our inevitable confrontation."

Mahdi uses his belt dagger to prise the magnificent gem loose.

Dumb brain OOC: by the last pasha, do we mean, someone who held the palace before Jhahvul? Or Jhahvul himself, now freed?


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The former rather than the latter, though his name escapes you. The stories are unclear whether Jhavhul himself imprisoned the last pasha to take control of Bayt al-Hazan.

"Nicely deduced, Mahdi. Your mind is sharp to recall such things so readily." Rayhan looks pleased with the fire mage's assertion.

The gem comes loose, easily. Its heft is respectable.

"Confrontation, you say?"

The chamber echoes with a new voice. It is an old voice, which draws your attention back towards Rayhan, where you are met by a strange sight- Rayhan's mirrored image in the polished brass wall has transformed into wild-eyed Garundi man with a long, white beard.

Knowledge(Planes) DC 30:

You note subtle indications in the shape of his form and in the tone of his voice that he is more than human, likely some sort of outsider with a human appearance.

It is enough to startle Rayhan, who backs up from the wall, and peers back at his perverted reflection. "Who are you?! This is very upsetting. Taking my reflection like that..." Rayhan turns towards the south wall, and quiets down a little, when he encounters his natural reflection flustering back at him.

The reflection does not answer Rayhan. "This palace is accursed—an inescapable trap devised by the grand vizier of the sultan’s court. I have not the time to tell my tale, though a tale worth telling it is, but I too am a victim of this eternal prison and grow weary of its confines. We will speak again. If you would be free, then heed my words well, for we may each hold the key to the other’s escape."

The reflection fades back into Rayhan's westerly reflection once more. It gives you no time to respond, let alone ask questions of your own.


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 + 11 ⇒ (7) + 11 = 18 Know (Planes)

Ami offers little help with the history and the strange reflection is beyond his understanding.

Ami and Yeen snuffle at door 3, then at door 4, then at door 1...which could be the next door.

1d20 + 16 ⇒ (5) + 16 = 21 Perception
1d20 + 13 ⇒ (19) + 13 = 32 Survival (tracks)


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 appreciatively as the fire mage takes the initiative in retrieving the stone from the lamp.

”What in the hells?” the dwarf asks sharply, as Rayhan’s image animated on the wall.

”If it’s inescapable, how can we help each other?” he asks, apparently to no one in particular.

He approaches Amiamble at door one, still confused by developments, but ready to head into the next door.


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 looks up at Otah, trying to figure if the dwarf's got any sense of this subterranean volcano-like environment. "I wonder if this place gets many unexpected guests, let alone ones strolling through the treasure stores." The gnome pulls out a gem, and holds it up to Otah for evaluation.

"You think this'll fit on top of a ring? Too much? Should I go more reserved? I just gotta remember to keep it safe, so when we get back to Kelmarane, it'll end up a fine gift with a seasoned story." Pent looks almost proud.

"Alright, off with you, master Odie. These fire curtains aren't going to separate themselves."


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

"Too true Otah, but perhaps together we are greater than the sum of our parts? Or it's just a ghost hoping to exit on our coat-tails." he grins.

"Room one is next. But do we visit room one from here? Or do we go back to the first chamber and visit room one from there? I can see it going either way." he eyes the two doors with idle curiosity - wondering which of the two doors is deadly, and which will lead them closer to freedom.

He follows Otah through the next curtain.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Consensus is reached, and archway '1' is selected for the next passage. Otah the Intrepid steps through living fire, and into the next southern room. No firestruck grunt is forthcoming.

Beyond, another chamber, very similar to the last, with an artistic depiction of a Snake to mark it as a unique room. Well, not the only thing- there are a couple of items still left lying about.

GM Rolls:

1d4 ⇒ 4
1d100 ⇒ 91
1d100 ⇒ 22
1d100 ⇒ 24
1d100 ⇒ 51
1d100 ⇒ 1

Loot:

An Efficient Quiver with 20 +1 Frost Arrows, and 10 +1 Frost Javelins.
+1 Longsword
+1 Greataxe
+1 Rapier
Adamantine Dagger

From '4', to '2', to '1', now back to '4'.

In keeping with the present momentum, the team continues to investigate the treasure chambers of Jhavhul, passing through the next fire curtain through archway '4' from the Snake room, stopping in the present chamber.

This new room is marked by a Jackal, though the room is stripped bare.

Amiamble:

Your continued attempts at tracking reveal nothing unusual thus far.

Roll20 Map has been updated.


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 looks up at the animal sketch in the current room. "Why are they giving us these different creatures? Keep them less confused, when they drop an item, so they know where to go when they've got to retrieve?"


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)

Nice loot drop. Seems like Otah and maybe Aldebert should take interest in the frost javelins.

Ami and Yeen, though frustrated by their attempts to help, continue to do what they can.

1d20 + 16 ⇒ (14) + 16 = 30 Perception - danger/traps/loot
1d20 + 13 ⇒ (15) + 13 = 28 Survival - tracks/prey

"I do not understand this place. I like that there is loot for the taking in some of the rooms but there is no where to run. And no win or sun. This place is not good."

He looks into the jackal room and waits to see if others think they should enter or go another direction.


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

Aldebert carries two javelins and offers two to Otah, "Just for now. Not really my weapon." he mumbles trying to get a sense of the balance.

"We went through four, so two again?" he asks uncertainly. It seems right, but these chambers do look similar.

He heads on when the others are ready.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Aldebert passes through the archway marked '2', only to find a stone wall, while he stands in fire.

"Think on the Lizard, when you try that curtain."

The old garundi image appears, then disappears, his wrinkled finger tapping the side of his temple.


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

Aldebert is surprised by the sudden voice, and a little disconcerted. He wants to lash out at it instinctively, but calms himself and tries to think like a lizard.

He'll have Gretiem try and climb the wall. Remembering illusory walls exist, he tries the edges near the ceiling, walls, and floor. He searches for secrets. He'll even, like any good lizard, sniff the wall with his tongue...

Perception: 1d20 + 13 ⇒ (13) + 13 = 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

"Gnome, I'm sure it will please your wife." Otah snorts as Pent holds up the gem to him. "A ring is a fine idea."

The dwarf gladly takes the two frost javelins and notices there are six more. He'll carry any that the party declines. In the efficient quiver if no one else is interested in that either.

The dwarf adjusts his newfound gear as the halfling rides the walls on Gretiem.


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 beams with pride, as the dwarf lends his approval with the future gemwork. The gnome tucks the gem back in his belt pouch, then turns his attention on the halfling climbing the walls.

"Why you riding off, Aldi? We're still working our way through curtains, I thought."

Pent stands by the archway marked '2', and waits to see what Aldebert learns.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Aldebert:

You find nothing illusory in your traversing of the ceiling, walls, and floor. The brass building is nothing if not solid.


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

"I can find nothing here. Do we go back to door one? Or am I missing something?"

He looks to the others for ideas as he has none.


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

"What if we touch two and then go through one. Two doesn't appear to be an option."

Otah heads over to the door marked "One" but doesn't proceed until the group has consensus.


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 shrugs, uncertain and follows Otah when others have consensus.

"Thinking about lizards? I do that sometimes when me and Yeen are hungry. They like to sun themselves on rocks...they are easy to pick, and cook, and eat," Ami pats Yeen's neck, wishing they were out in the desert and able to hunt and roam and run.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Rayhan speaks up, hands clasped in consideration. "The image suggested we think of 'the' Lizard, not just any lizard. For that, he must mean the room markers. I think these curtains will sense our thoughts- pick a number, pick a room. The curtains somehow understand when passersby take the order correctly, versus incorrectly. In that same vein, they must be able to sense intent. I can only assume that is what he meant."

The old mage moves to archway '2', and readies himself. "Alright. Picture the Lizard artwork in your head as you pass through."

With that, Rayhan steps through the curtain, and disappears. Moments later, he calls out, from the room to the north. "Yes, that worked. The more rooms we uncover, the less we have to worry about the order of the numbers we choose. Wonderful."

Presuming you follow in Rayhan's footsteps...

Passing through archway '2' with the same picture of the Lizard in your mind, you reappear through the archway marked with a '2', in the Lizard room.

This continues for the next couple of rooms.

From the Lizard room, you continue your '4-2-1' permutation, entering '1' with a blank mind, arriving on the other side of the fire curtain.

This room is stripped bare, and is marked with a Vulture. Somewhat appropriate.

Passing through archway '4', you enter the next room east, marked with a Scorpion.

In the Scorpion chamber, you discover something novel. In a niche in the corner wall sits a small sphere of flame, perpetually burning. It has no obvious source of fuel, and certainly detects as magic.

Spellcraft DC 24:

This Perpetual Flame deals 2d6 points of fire damage per round of contact and ignites flammable objects as normal, but it can also be physically carried as if it were a solid object. It cannot be extinguished. The flame itself can be wielded as a melee weapon or a thrown weapon (range increment 20 feet), and while damage caused by it is not increased by Strength, attacks made with the flame are touch attacks. The perpetual flame is worth 8,000 gp.

Roll20 Map has been updated.


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

Still no regular net, so I'm sorry to be slow. Working on it.

Earlier Kn planes check: 1d20 + 17 ⇒ (3) + 17 = 20 Wow, no

Mahdi is as startled as everyone else by the Garundi apparition appearing in the wall-- but it's gone before he can address it.

Take 10 on the Spellcraft

Mahdi is utterly entranced by the fiery orb and picks it up with both hands, cradling it to him like a child. "What a wonder," he breathes.

(Mahdi's resist fire was for 30 minutes, so he'll be fine for a while with it. When you say 'thrown weapon' does it... return after being thrown, or just remain where it's thrown?)

He looks up from the flame enough to address... the walls.

"You can obviously see us, stranger, to know what we're doing. Can you not at least tell us your name? We would be happy of allies in escaping this place... if you were trapped here by Jhahvul then we may have a common cause..."


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

Aldebert follows Rayhan through the door as directed, "This is ridiculous. Who can live like this? In such a maze! Can you imagine having to go through all this to find the bathroom?"

"Unbelievable." he shrugs and moves on into the Scorpion chamber where he watches Mahdi play with fire. "Any way to turn it off? Kinda hard to carry around... but it's very pretty."

He listens as Mahdi calls out to their stalker. If nothing is returned, when the group is ready, he strides to archway '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)

Ami waits for Mahdi's question to be answered (or not) and then follows his brother to the next door. He will think about scorpions or lizards or poop or whatever is necessary to get them out of this stinking heckhole. He just wished he had the tools to teleport them home...because he just might take it if he could.


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

"When I said this place made more sense? I might take it back." the dwarf groans as he puts the image of the lizard in his mind and leans through the archway.

"Fitting gift for you, Mahdi. Will you be able to carry it when your magics wear down?"


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 finds a similar, if not more reserved, fascination with the everburning pocket fireball that Mahdi begins to juggle in his hand. "That's not burning you now, but will it? Does it know you as its handler, or is it as fickle as any flame?"

The gnome keeps up with the others, pleased that his initial confidence has brushed off on the sturdier folk.

When Aldebert thinks on the next curtain, Pent gladly agrees to follow. "These rooms have to come to an end, don't they? Or do you think Jhavhul has more than one floor dedicated to his treasure hauls?"


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

"Oh dear, I hope there are not more floors! But you're right. There's no reason to think this maze is small. We should be somewhat careful, but quick, if we're ever to see freedom."

He strides on.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mahdi:

The Perpetual Flame doesn't seem to have the 'returning' magical attribute, so once thrown, it must be retrieved.

Mahdi wrote:
"You can obviously see us, stranger, to know what we're doing. Can you not at least tell us your name? We would be happy of allies in escaping this place... if you were trapped here by Jhahvul then we may have a common cause..."

In response to Mahdi's words of encouraged discourse, the old garundi reappears, briefly. "Good. You found the Flame. You'll need that for the Barge." Just as soon as he begins to speak his words, he disappears again.

Aldebert and Otah saunter forward first, entering the next archway, marked with a '2'. Without a thought of an animal, other than a gecko between his legs perhaps, the halfling passes through, unharmed. This new chamber is marked with the drawing of a Salamander, close cousin of the Gecko.

The only other object in the room, aside from the identical pattern of fire curtains, is a large harp, roughly 20 pounds of ivory and copper, its post the shape of a veiled maiden. Yes, it detects as magic.

Spellcraft DC 20:

This lovely magical item is a Harp of Charming. 7500gp

Roll20 map has been updated.


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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

Mahdi shrugs lightly at Otah and Pent's question. "I have some innate resistance to fire myself, even without spells; I also have another spell I can use to extend my protections against fire. Either way, I'm not leaving this here-- it's wonderful. I can engineer some way to carry it if I must, I suppose." He sounds like a man in lurve.

When the Garundi man appears ever so briefly, Mahdi brightens-- then eye-rolls at the quick disappearance. "Well, I suppose it's the right of the old and powerful to be cryptic," he deadpans. "In fifty years I imagine I'll have my very own habit of showing up to offer encouragement and advice and then disappearing before engaging in conversation. Anyway... oh, harp." He quickly transfers the fiery orb to one hand in order to detect magic.

Takey tenny on the spelly-crafty

Mahdi chuckles in mild delight. "If nothing else we're doing to deplete Jhahvul's coffers a bit, by the gods. Someone grab that-- Otah, maybe, it looks heavy. But it's also a powerful charming item. I don't suppose anyone among us can play the harp...? Well, I'm sure we can find someone who'll pay handsomely for that, anyway."

He makes his way for Door Number One.


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

"Barge?" Aldebert asks wondering just how many doors they're going to have to pass through before they're done.

Having passed through two, he prepares to head through one after Otah picks up the harp.


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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:
"I don't suppose anyone among us can play the harp...?"

Pent perks up, moving to the harp. "Oh, I play the gong pretty well. This can't be all that different." From somewhere physically impossible to conceal, the gnome pulls out a gong stick, and gives the harp strings several good strikes. When it rings through, Pent pulls the mallet back and forth on the strings, before nodding his approval, hands on hips. "It's wonderfully tuned, I'll give it that, but it's no gong." The stick finds its way back to its original tuck.

Aldebert wrote:
"Barge?"

"It's a kind of boat." The gnome looks the halfling over, hoping he understands his new vocabulary.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

With harp in tow on Otah, the group continues exploring what it can, by targeting archway '1'. As Aldebert stands in the doorway and its fire curtain, unburned, he finds yet another stone wall. This archway requires the thought of an animal, apparently.

Which animal do you choose?


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 jerks out of his loving affair with the orb (that thankfully rendered him oblivious to Pent's gong-stick-producing) to say: "Oh, right. Animals. Salamander seems the obvious one. Also, they're on fire."

He hums a little. It's not hard for him to think about salamanders. He just thinks about fire, and then mentally shapes it into a vaguely lizardy shape. The Salamander, proper.


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)

"Ah, some salamanders are good eating. Some are not. Hard to tell which one this one would be," Ami says of the statue, still following his brother.

He cannot play the harp, sadly...but maybe Yeen could sleep upon it's strings if laid sideways as a nice cat bed.

He waits for instructions on what to think, but would probably think upon the salamander if given the choice.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

"Considering there is the Salamander right above our heads, we should decide on another room, and its animal, instead." Rayhan notes archway '1', and its stone wall, and wonders where they should go next.

Roll20 Map gives you your pick of the room you'd like to revisit, given your choice of animal. Choose... wisely.


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 picks up a mental quill, and sketches a floorplan in front of his sparkling eyes.

"So... if I remember correctly, we've got seven rooms, seven animals, so far.

From the Vulture room, we know what lies beyond 1 and 4, but not 2 and 3.

From the Scorpion Room, we know what lies beyond 2, 3, and 4, but not 1.

From our current Salamander room, we know what lies beyond 1 and 2, but not 3 and 4.

From the Lizard room, we know every single one of them.

From the Dragon room, we know what lies beyond 1, 2, and 3, but not 4.

From the Jackal room, we know what lies beyond 2, 3, and 4, but not 1.

From the Snake room, we know what lies beyond 1 and 4, but not 2 and 3."

The gnome nods to himself. "Yep."


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 stares at the gnome, wondering how the gnome can fit all those facts into his brain along with all the words and farts that also seem to lie within.

"What could be next? Gnoll, maybe? Or sand spider? Oh, Aldebert, I know! There will be ankhegs! That's next! I know it!" Ami says from under his face scarf. "Or the hydra, maybe?"


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

"We came through 2 to get here, did we not? And we're going through 1? Looking over at Pent's shoulder at his imaginary air-drawing here, we should pick the dragon. That would take us into the next unknown room."


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

Aldebert isn't sure, even after Pent's ramblings, what's needed. He's extraordinarily pleased when Otah suggests a clear single suggestion.

"Let's try Dragon, then if that doesn't work, we'll go down Ami's list." he shrugs. He proceeds into the archway working the dragon angle firstly. If nothing happens, he tries all his brothers creatures as well before giving up and looking blankly at the party.

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