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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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 + 17 ⇒ (9) + 17 = 26 Perception

Ami and Yeen airwalk to where the gnome points.

"Brother, if Get'him wishes to walk on air rather than on walls, let it be so!" Ami offers helpfully.

If not, he will wait near the passage, guarding it from attackers while his brother works.


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

The group makes their way carefully above the streaming lava, entering the hidden corridor, which slopes upwards as the noble halfling indicated earlier.

With proper illumination from the Perpetual Flame and other light sources among the party, you observe that the corridor ascending is painfully smooth brass, which makes the ascent equally painful. That is, if you didn't already have the means of flight. Instead of trudging up the incline, you're forced to continue upwards, until you reach the next floor, where a largish room of old refuse awaits you.

In the ceiling of this room sits a 20' circular grate, which shows you a well which ascends another 50'. The grate itself appears well-crafted, requiring great strength to pull downward and out of the way, allowing you another way upwards and into the Bayt.

The rest of the room appears to be a collecting space for garbage, which very easily can be tossed down the declining corridor and the lava flow below.

A singular door stands closed in the western wall.

Roll20 Map has been updated. Apologies for the large map...


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

Aldebert suggests, "Wait a bit brother, Gretiem does not yet need it, and we may later in this strange place."

He hangs on as Gretiem climbs through the tunnels until finally a room stands before them. "Wanna try the door, or keep climbing?" he inquires of the group.

He'll listen at the door to see if he hears anything on the other side.

Perception: 1d20 + 13 ⇒ (17) + 13 = 30


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 Yeenoghu move 10’ up in the air as they follow Aldebert into the room. They look for tracks to help answer Alde’s question.

1d20 + 14 ⇒ (2) + 14 = 16 Survival
1d20 + 17 ⇒ (1) + 17 = 18 Perception


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 looks up and past the grate. "That's efficient" he notes, as the acknowledges getting rid of waste into the heat of the molten rock.

"Doors. We should check the doors. Wouldn't want anything to come up from below us would we?"


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

The ability to keep climbing is frustrated by the aforementioned grate, unless you level attempts at pulling it from its soldering. Strength checks apply.

Amiamble:

You find nothing actionable.

Aldebert hears nothing to stay his course of action, so the halfling pulls the grand door open, allowing the group to continue exploring the Second Floor of the Bayt.

More doors.

To the north, you find a large hallway which ends in a single door, and another hallway which heads east, while to the south, you find a single door much closer to where you stand.

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)

Amiamble and Yeen snuffle down the south passageway, looking and scenting.

1d20 + 17 ⇒ (20) + 17 = 37 Perception
1d20 + 6 ⇒ (18) + 6 = 24 Perception (Scent, Yeen)

"Yes, Ooooo-TAH, I will help you check the doors," Ami then moves to back to help Otah do a thing.


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

The southern door opens effortlessly, allowing all to see the room which lies ahead. This oddly shaped chamber is dominated at its center by a large stone statue of a crouching lion with dragon-like wings and a jackal’s head. A bloodstained stone cup nestles between its front paws. The face has been partially broken off, leaving a network of jagged cracks throughout the head and neck.

Amiamble, Perception Check DC 30:

The opposite wall, to the south, houses a Secret Door.


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

Perception: 1d20 + 13 ⇒ (4) + 13 = 17

Aldebert moves into the room and looks around for trouble. "Impressive statue. Likely a spot for sacrifice." he gestures to the bloodstained cup.

I can't seem to load the map today, so please move me into the middle of the room more or less.


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 + 17 ⇒ (7) + 17 = 24 Perception

Ami sniffs the air, thinking that Yeen farted. In fact, the cat did but has no remorse nor regrets about it. After all, Yeen is a big cat and big cats don't care about farts. Ami shrugs his shoulders and stops sniffing.

He casts Detect Magic upon the statue to see if anything needs to be pointed out to Mahdi.


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 moves into the room, curious to see said statue. "No accounting for taste. You'd never see us put something like that back in the Manor. We'd be the talk of Kelmarane for our eclectic eccentricities."

The gnome scours the room, careful to eyeball every wall.

Perception: 1d20 + 22 ⇒ (5) + 22 = 27

"Well, looks like a room very similar to the Marid's chambers. Singular statue in place of fountain, but another dead end, just the same. We turn back."


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

Amiamble, that recent Perception spoiler included your name, which indicates that you need not roll it, as I applied your previous Perception roll in your scouting report.

Also, Roll20 Map has been adjusted, so hopefully the smaller version will keep us up and running.


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, long work days. Mahdi needn't necessarily be the person carrying the carpet, FWIW, since a) anyone can use it and he is at this point pretty much always going to have his own flight constantly running thanks to overland flight, and b) it's heavy! Wizards are not pack mules *dainty sniff~* I mean, I CAN carry it, it's just that passing it off is a great way to ensure that someone who doesn't have their own method of flight has access to that as well. Otah or Aldebert, maybe? /shrug

Mahdi doesn't bother to sit on the carpet, enjoying his own method of flight, but oversees its use supervising the others up to the apparent dead end. He frowns, scanning the room with his magical senses more than his human eyesight.

"There's not a room with a trash chute out unless it also has some other way in; do you think such individuals as the marid would only come or go via the sewers? No, let's look around a bit more."

Detecto the magico, can't make a DC 30


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 swaps Zenzirad out for his trusted Horsechopper and moves to inspect the statue. "Think this one will try and shove us out the door?"


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 finishes sniffing for Yeen's farts long enough to point at the south.

"Aldebert! There is another secret door there," Ami points, but then suggests walking in a path around Yeen's backside to get to the door.

He moves to examine the door before opening it.

1d20 + 17 ⇒ (12) + 17 = 29 Perception


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

"Good eye Ami." Aldebert closes with the door and draws his greatsword. "Let's see what's on the other side."

I think Otah or Pent should use the carpet. I've got Gretiem to ride, who is occasionally airborne thanks to Amiamble, and I can fly on even rarer occasions.


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
Otah wrote:
"Think this one will try and shove us out the door?"

"I certainly hope not. This place is already proving hostile to all but the djinn kind. Not reasonable, if you're entertaining a motley crew of travelers and dignitaries, so I'm thinking we're running through personal halls meant for Jhavhul's tookus, not ours."

Pent ambles behind the others, keeping an eye out for any foes from the rear.


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

Beyond the secret door, four alcoves branch off the walls of this otherwise empty chamber.

Perception DC 30:

Yet another Secret Door sits in the wall of the western alcove.

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

Perception v DC 30: 1d20 + 22 ⇒ (17) + 22 = 39

"There's a Secret Door over there yonder, western alcove. Plenty of that ahead, you think? Secret Doors? Yeah, this is going to be interesting."

Pent waits for the halfs to do their thing.


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

"Good eye there Pent. Lot's of secret doors on this level." he rides Gretiem over to the door, waits for his brother to give the all clear, then opens it, sword in hand.


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

"I wish we were outside, running in the wind, Brother...and under the Sun. These doors. These secrets. This flames are no place for us," Amiamble grouses as they continue to seek a way forward.

Ami will check the other two alcoves for secret doors as well.

1d20 + 17 ⇒ (8) + 17 = 25 Perception - south
1d20 + 17 ⇒ (5) + 17 = 22 Perception - east


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

As the halflings begin to cross the room, once they've moved from the alcove, the ceiling's brass begins to melt, and drip like rain upon all those in the room. No corners, no cover. The flying carpet can only prevent drops from striking from above, but the metal splatters at your ankles as well, and you are intimately acquainted with the Living Brass of Bayt Al-Bazan.

Everyone is required to roll a Reflex Save DC 20. Failure, and you suffer 8d6 ⇒ (4, 5, 2, 4, 3, 2, 2, 1) = 23 fire damage, and 1 negative level. On Failure, you may roll a Fortitude Save DC 15 to negate the negative level. On Success, halve the damage, and don't worry about the negative level.

In the ensuing suffering, the noble infiltrators are left standing in the middle of the room, deciding which way to exit...

Single Round actions only, please.


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

Status:
HP: 102/114 | AC: 26 (F22/T14) (magic vestment +2 & haste +1 included)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
Weapon Equipped: None
GreatSword Attack BAB +11/+6/+1, 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: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 9/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 63/69 (DR 5/evil) AC: 26 (F22/T14) (mage armor +4 included)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
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 +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert Reflex: 1d20 + 9 ⇒ (2) + 9 = 11 vs DC 20
Aldebert Fort: 1d20 + 14 ⇒ (19) + 14 = 33 vs DC 15

Gretiem Reflex: 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 20

Aldebert takes the hit, and poor Gretiem also suffers a little (Does DR apply?). He rushes through the chamber to the secret door, and flings it open - knowing he's in for another dose of this next round.


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

Reflex Save v DC 20: 1d20 + 3 ⇒ (2) + 3 = 5
Fortitude Save v DC 15: 1d20 + 11 ⇒ (10) + 11 = 21

Pent delays just long enough to exit in whichever direction the halfs seem to be moving. More likely, in Aldebert's direction.

"Ooo, Oooww! Hot hot hot... but not hot like a boiling pot!! There's something else in the burn!!"

Pent wastes no time in bolting through the newly-opened secret door. On his way by, he tips his hat to the half.

"Thank you, thank you, thank you..."


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

The selfless gecko rider opens the secret door, allowing the others a chance to exit the melting chamber. Beyond the secret door lies another angled room, and a hallway extending from it.

Roll20 Map has been updated. The contents of the room, if any, have yet to be described...


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 + 7 ⇒ (6) + 7 = 13 Reflex - Ami
1d20 + 11 + 5 ⇒ (18) + 11 + 5 = 34 Reflex - Yeen
1d20 + 5 ⇒ (15) + 5 = 20 Fort

Ami burns, protecting Yeen with his own body and the cat evades all the damage. While burnt, Ami does not feel awful-awful, just normal-awful which is normal.

Ami goes to his brother's exit, feeling the melting chamber.

"Ow! Hot hot hot!"


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

Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
Fort: 1d20 + 6 ⇒ (2) + 6 = 8

"Argh!" Mahdi elucidates eloquently as he gets spattered by molten brass. His own innate resistance to flame protects him some from the fires, but not at all from the sudden feeling of weakness.

I put a resist energy fire 30 on myself at the start of this day, that'd last for 110 minutes. Is it still active? If so, no fire damage, but I still failed the fort save. Unless there's something in there about no fire damage = no lost level. So, I either took 0 damage and lost a level, or took 13 damage and lost a level. (or maybe took no damage and lost no level...)

Angrily, Mahdi flies hurriedly through the room, annoyed at the sensation of being weaker in a way he can't elucidate.

"I'm getting bloody sick of Jhahvul's architectural tastes!"


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

Reflex Save vs 23 Melty Fire damage, dc 20: 1d20 + 6 ⇒ (7) + 6 = 13
Fortitude Save vs Negative Level, dc 15: 1d20 + 11 ⇒ (13) + 11 = 24

"Ugh! Metal rain!?" the dwarf grunts as he jots through the door as well.

"Well, maybe this place is only slightly better than scroll-land."

A few seconds later and he starts to pick at the metal droplets that have bound his beard whiskers together in unsymmetrical clumps.

"Think anyone sells an adamantine comb?" he scoffs, annoyed at his efforts.


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

Status:
HP: 75/114 | AC: 26 (F22/T14) (magic vestment +2 & haste +1 included)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
Weapon Equipped: None
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 9/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 26 (F22/T14) (mage armor +4 included)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
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 +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Presumably this will happen next round...

Aldebert Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 vs DC 20 damage: 8d6 ⇒ (4, 3, 2, 5, 3, 1, 3, 6) = 27
Aldebert Fort: 1d20 + 14 ⇒ (17) + 14 = 31 vs DC 15

Gretiem Reflex: 1d20 + 8 ⇒ (16) + 8 = 24 vs DC 20

Aldebert gets dumped on one more time before he too rushes through he doors (move) and closes them behind the party (move). Also, I forgot, but Gretiem also has Evasion, so no damage due to making both Reflex saves.


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

With his protective magics still running, Mahdi has resisted the burn, but suffered the level loss.

The team enters the next room to the west, closing the door on the molten rainy room. Examining the contents of this room proves easy enough, as what sits here seems recently placed, and decently organized. You find a number of crates, boxes, and barrels.

Within said crates, boxes, and barrels lies the following- portable art objects and jewels(5000gp total value), 20 vials of Holy Water, and a decanter that radiates magic. Mahdi spends a trifle of his time to determine that the magical item is a Decanter of Endless Water.

Ahead, you scout a bend in the narrowing hallway, which ends in an odd turn to the north, and three doors which stand before you- two doors to your west, one door to your east.

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

Where Otah suffers streaks of brass throughout his beard, Pent suffers burnt ends and loss of locks. "Well, Odie, if it weren't so punishing, it would almost be adorn-able on you. You dwarves and your beards. You should tuck in down your shirt, if you want to avoid the burning." The gnome chuckles as he pictures Otah without a beard. It isn't much different from picturing Mahdi without his perfect teeth.

Pent looks over the collection. "So, we taking this? Seems like we should take all this. For the current dynamic in these halls, seems like whoever placed all this here, they're probably not coming back anytime soon."

The gnome waits for the others to continue opening doors, and braving the risk in doing so.


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

As the gnome considers the crates, a familiar figure reappears in the reflections of the northern brass wall. The wild-eyed Garundi man. He smiles and nods.

"As the Impossible Eye holds the secret of my escape, so do I hold the secret to yours. However, those waters, blessed of the gods themselves, are necessary for success. Such a substance is illegal in the city but has been known to be kept as contraband in the troves of certain unscrupulous groups. Now that you've found it, keep it safe. Don't use it foolishly, as you will need it when the time is right."

Again, the reflection fades as his words do, giving you no time to respond or inquire further.


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

"If I tucked it in my shirt all the time, how would I impress new friends and cause fear among my enemies?"

"What... what do fire elementals have to fear from holy water?
Wouldn't they be afraid of just... water?"

Otah grab a share of the vials and tries to secure whatever objects the party can fit in it's storage.


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 snuffle forward, looking for danger. They walk air, about 10' up (if possible) as they look for danger.

1d20 + 17 ⇒ (17) + 17 = 34 Perception

Upon reaching the first door, they wait for the others to be ready.


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

Status:
HP: 99/114 | AC: 26 (F22/T14) (magic vestment +2 & haste +1 included)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
Weapon Equipped: None
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 9/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 26 (F22/T14) (mage armor +4 included)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
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 +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert does a little something for his injuries even as the ‘ghost’ makes himself visible. ”Hurm. That was interesting. Well, let’s split this up shall we? Everyone take four vials, and keep it until it seems obvious it’s what we need.” He suggests Mahdi carry the Decanter as well, in case they need a fire hose.

”Oh, and if Otah doesn’t want it, I suggest Pent fly around on the carpet. Someone should be using it, and maybe he can stay downwind more easily with it.” he chides his friend and ally a little.

He’ll stop and heal some of his injury as well.
Lay on Hands: 6d6 ⇒ (1, 1, 3, 1, 6, 2) = 14 (swift)

When everything has been distributed, he’ll step up with his brother and prepare to open the next door.


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

"Water...?" Mahdi mutters, giving the decanter a slightly jaundiced gaze, though he does accept it. "And-- of course, he's already gone. Ugh. When I'm a powerful wizard mentoring heroes along, I'm going to have the courtesy to at least let them get off a question or two. Anyway, wouldn't it be ironic if all we actually need to do to beat Jhahvul is throw water at him...?"

Despite his flippant words, Mahdi looks slightly grey around the gills. He stuffs jewels and valuable objects into his magical pouch, while wondering a little morosely if he'll ever a chance to spend this glorious wealth. He spares a thought to wonder at his own brother, and how long it's been back on the Material Plane... Hakim might still be guarding the damned goats.

Pinching at the bridge of his nose to try and clear the sensation of weakness, Mahdi waves a hand to indicate his readiness for the next door to be opened.

"Please stay to the side if you're going to use the carpet, Pent, I can imagine better things to see than your backside hovering in front of me."


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 accepts the water offered by his brother. He doesn't really want it, but if he thinks it's important, Ami will take it.


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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
Aldebert wrote:
"Oh, and if Otah doesn’t want it, I suggest Pent fly around on the carpet. Someone should be using it, and maybe he can stay downwind more easily with it.”
Mahdi wrote:
"Please stay to the side if you're going to use the carpet, Pent, I can imagine better things to see than your backside hovering in front of me."

Pent perks up, as the Carpet is relegated to his personal flying vehicle. "I will gladly accept the wind beneath the weave. As for backsides, Mahdi, it's probably a good thing you avoid gazing upon my flank. I've been told many times over that it has a way of showing up in one's dreams, given the way it tweaks when I take stairs too quickly."

The gnome boards the blanket, and takes to the air. He hovers to the ceiling, then to the floor, testing its agility. He thrills to find the fleece responsive to his commands, so much so, he decides to test his altitudes in a couple of quick fly-overs over Otah, before circling the room, and keeping closer to the ceiling for the sense of superiority it lends a gnome. He becomes one with the ceiling by laying on his belly, and commanding the Carpet to rise until he feels his coveted backside touch the brass above.


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

GM Rolls:

1d20 ⇒ 1

While the gnome flits about, the halflings bravely march forward, conquering door after door. For the door they have chosen to explore, they find it opens easily enough revealing a large room which can be accessed by the other door further down the hall.

Short couches and divans line the walls of this chamber, while multiple rough pallets cover the floors. Currently occupying this chamber are three kobolds that lie listlessly on the rough pallets. Meager bowls of meal and half-evaporated cups of water lie about them on the floor.

They all direct their gazes upon you as you enter the chamber, but do not say anything immediately. They also do not expend the energy to stand, from their current positions.

Roll20 Map has been updated.


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

His great sword still in his hand, Aldebert calls out to the listless kobolds, "Ho there, what are you doing here?"

He does not yet advance.


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

The kobolds collectively flinch at the sound of Aldebert's voice, but they do not speak immediately. One of them cranes its neck to look at the northern door of the room, before returning its gaze to the halfling.


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

Aldebert will gesture with his sword to the north door. If the Kobolds continue to recline, he'll pad over to it and listen.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28


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

The kobolds continue to recline.

Aldebert:

Certainly something moving around, at a distance from the door. And muttering, though indistinguishable through the thick door.


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

Aldebert looks to the group and puts his finger to his lips indicating there's someone, or something, just on the other side.

He waits for folks to be ready, then he quietly tries the door.


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 shuffles forward, this time to look around the corner to see if more potential foes lie within. He doesn't trust or not-trust kobolds. He believes them to not usually be servants of the Rough Beast and holds no more than usual hostility for him.

He is content to let his brother handle the diplomacy and keep Yeen quiet for the moment.

"maahh-DEEE, do you speak their language? I do not know 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

"What is this place?" Otah asks, as he stands guard for Mahdi and Pent.


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 is brought to a stop in his tracks by the sight of some of the last creatures he expected to see in a palace of an elemental prince. Lowly kobolds...? Bemused, Mahdi approaches, and speaks to them in the tongue of dragons.

"...hello. Are you ill...? Drugged? This sloth doesn't suit those descended from the great and mighty wyrms."

Never let it be said Mahdi doesn't hesitate to lay it on thick if he thinks there's a point to it.


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

GM Rolls:

1d20 ⇒ 4

Mahdi wrote:
"...hello. Are you ill...? Drugged? This sloth doesn't suit those descended from the great and mighty wyrms."

The center kobold remains prostrate, and answers hoarsely, though it sounds like he's trying to keep his voice low intentionally. He responds to Mahdi, in the tongue of dragons.

"We are broken, ill, on the verge of death. Slaves, each of us. The ones still alive. Kabaness will be the final death for us. He sits in the next room there. He makes us scream, but doesn't let us see what he does, through the door. He took two more, and now we are three."

In the tense moments before Aldebert opens the northern door, your team learns that Kabaness is a devil of some sort, a glutton for punishing others. He loves to grapple his opponents, though with kobolds, it just comes off as cruel and a bit of overkill.

Knowledge(Planes) DC 21:

The kobolds are describing a Barbed Devil, Lawful Evil outsider. 1 question for every 5 above 21.

Aldebert allows for a couple of rounds' preparation, before he throws open the door, surprising the creature known as Kabaness. It sits in the middle of another very large room, slowly ripping the arm off a kobold-fly. It looks up, startled.

Initiative:

Aldebert: 1d20 + 1 ⇒ (9) + 1 = 10
Amiamble: 1d20 + 3 ⇒ (14) + 3 = 17
Mahdi: 1d20 + 10 ⇒ (2) + 10 = 12
Otah: 1d20 + 3 ⇒ (17) + 3 = 20
Pent: 1d20 ⇒ 20
Kabaness: 1d20 + 6 ⇒ (19) + 6 = 25

Surprise Round
Otah- 20
Pent- 20
Amiamble- 17
Mahdi- 12
Aldebert- 10

...
Round 1
Kabaness- 26

The party's up! So- you have 2 rounds to buff, then your Surprise Round action.

Roll20 Map has been updated, including your positions.


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

Surprise Round, Init 20

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Bless

Knowledge(Planes) v DC 21, Aid Another: 1d20 + 5 ⇒ (19) + 5 = 24

"Huh, sounds like a Barbed Devil, doesn't it, Mahdi?" +2 to Mahdi's total roll

The gnome tags Otah with a Magic Circle Against Evil, expecting the dwarf to be right in the mix with a devil of any sort. Then he brings Sarah's Blessing to each of them, just to make sure they begin the battle blessed.

Prep Round 1 Action- Cast Magic Circle Against Evil on Otah
Prep Round 2 Action- Cast Bless

Pent takes his position above the others, and uses his Surprise Round to open the door for the others. Surprise Round Move Action only.


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

Kn Planes: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 Nice, dice, nice.

"Yes, well, I.... know practically nothing about them, actually," Mahdi admits in a cough-mutter. "Evil. Lawful. Nasty pieces of work. You know, I never thought I should feel sorry for kobolds but I rather do, a bit. Here, though, if it's going to be grabbing people..."

Round 1: Cast Grease on Aldebert
Round 2: Hastey mcHastey

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