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

Round 7, Init 1---> Delay to Round 8, Init 29

Status:

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

Sight restored, Pent slowly brings his gaze to bear upon the field, looking over the edge of his Carpet to the Dome floor below. With the battling Sarahtar, he's not even sure if Sarah herself ignores the creature's continued invisibility, had Ami's Purge not moved closer to include 2 of the 3 remaining Ghuls.

He takes a moment to watch the Sarahtar swing again upon the damaged Great Ghul on the wall. The Sarahtar is unrelenting, bringing a mighty blow the likes of which the gnome is incapable of rendering himself, very likely.

Sarahtar: 1d20 + 15 ⇒ (20) + 15 = 35 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Confirm Critical?: 1d20 + 15 ⇒ (17) + 15 = 32 for 1d8 + 4 ⇒ (4) + 4 = 8 damage

Pent decides he's better off trying to help the celestial blade finish off the significantly-slashed creature.

+1 Light Crossbow: 1d20 + 11 ⇒ (14) + 11 = 25 for 1d6 + 1 ⇒ (2) + 1 = 3 damage

The gnome revels in his accuracy, patting his beloved Crossbow affectionately.


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

Amiamble and Yeen bolt from the punishing Windstorm, before bringing a mass healing to themselves and others. Otah finds a Ghul clinging to the wall just above him, so lunges to injure the creature, though it doesn't seem to strike him as mightily as it should. DR

Aldebert engages with the frozen figure before him, though it proves odd to do so, as it's encased in a thick, icy sheet. A foot thick, based on Mahdi's magical prowess. 36 Hit Points will free the creature. Let me know if you seek to do so, Aldebert. You too, Gretiem.

Mahdi returns the gnome to his full senses, while the Bralani heals the halfling bleeding profusely. Pent tries to finish what the Sarahtar started, but finds his bolt does nothing against the Ghul. DR

The three Great Ghuls come into striking distance, and Aldebert, Amiamble, and Otah find themselves targeted by blasts of water so strong, it seeks to strip them of sight, much like it did not so long ago with Pent.

Water's Fury, Al: 1d6 ⇒ 1 and Blinded for 1d6 ⇒ 4 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Water's Fury, Am: 1d6 ⇒ 5 and Blinded for 1d6 ⇒ 6 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Water's Fury, O: 1d6 ⇒ 5 and Blinded for 1d6 ⇒ 2 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Round 8
Amiamble- 14 (-46hp/-22hp, Reflex Save DC 18)
Otah- 9 (-6hp, Reflex Save DC 18)
Aldebert- 3 (-5hp/-15hp, Reflex Save DC 18)

...
Round 9
Mahdi- 30
Pent- 29
Great Ghuls- 29 (-20hp, -53hp, -10hp)
Black Jinni- 29 (-314hp)

The Party is up!! Roll20 Map has been updated. The Orange circle is the Windstorm. The Blue circle is the Invisibility Purge. Remember your Strength Check DC 10 to Move within the Windstorm.

Party Buffs
Haste
Blessing of Fervor(except Pent and Mahdi)


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

Aldebert will close and poke at the ice. Seeing it's thick and protective (in both directions) he'll leave it alone. Looking at the map, there's one other on the ground which he'll head to in a moment.

Does Gretiem need to save vs the water blast as well?

Aldebert Reflex: 1d20 + 10 ⇒ (13) + 10 = 23 vs DC 18 for half of 5hp and blindness (6r)


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

Looks like Water's Fury is a Line, so, yeah, I think both Yeen and Gretiem are blasted at the same time as their riders for being in the same targeted square.


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

Round 8, Init 14

1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 Reflex (Ami)
1d20 + 9 + 14 + 1 ⇒ (16) + 9 + 14 + 1 = 40 Reflex (Yeen, evasion)

Ami and Yeen avoid the worst part of the spitting llamajerks. He heals himself again then the hosted Yeen will double air walk up to the nearest jerk, menacing divinely...with a bite.

2d8 + 10 ⇒ (6, 4) + 10 = 20 healing

1d20 + 18 + 1 + 1 + 2 + 4 ⇒ (2) + 18 + 1 + 1 + 2 + 4 = 28 to hit; (+feast,+haste,+BS,+DP)
1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage.
1d20 + 18 + 1 + 1 + 2 + 4 ⇒ (7) + 18 + 1 + 1 + 2 + 4 = 33 grab

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 91-41-34+19+20/91+0 temp; Yeen: 132/132 + 12-41-20+19

Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 5/7 used (barkskin*2,CMW*1,Bull*1,RE*1,Grace*0)
Lvl 3: 5/7 used (mag vest*2,MCaE*1,InvisPurge*2)
Lvl 4: 4/7 used (AirWalk*2,DivPower*2,Grove,FoM)
Lvl 5: 2/6 used (CLWmass*1,FlameStrike*1,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:

Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).


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 DC 18: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

The dwarf manages to shake off the blinding effects of the water, his many eyes blinking all at the same time.

He steps back, examining the new distance between himself and the ghul.

Drawing a warhammer from his belt, he tosses it at the creatures.

Ranged Warhammer, 1 range increment: 1d20 + 12 + 3 - 2 ⇒ (3) + 12 + 3 - 2 = 16 for : 1d8 + 5 ⇒ (7) + 5 = 12


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

Reflex: 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30 (haste, BoF) vs DC 18 for half of 5hp and blindness (6r)


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

Round: 8, Initiative: 3

Status:
HP: 108/124 (9 won’t heal)
AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the Jinni from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted, Smite (Jinni)
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, 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: 2/4 (Swift, +4 attack, +12 damage, +4 AC)
Lay on Hands: 6/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 63/65 (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

(Aldebert and Gretiem use the Blessings for +2 AC/Attacks/Reflex)

Aldebert nudges Gretiem into a charge, whereupon they attack the next beast!
Greatsword (magic): 1d20 + 14 + 6 ⇒ (19) + 14 + 6 = 39 (feast, haste, BoF, charge) damage: 1d10 + 13 ⇒ (9) + 13 = 22
critthreat Greatsword (magic): 1d20 + 14 + 6 ⇒ (16) + 14 + 6 = 36 (feast, haste, BoF, charge) damage: 1d10 + 13 ⇒ (9) + 13 = 22

Gretiem Bite (magic): 1d20 + 13 + 6 ⇒ (6) + 13 + 6 = 25 (feast, haste, BoF, charge) damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14


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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

"So, we know they can go invisible, and that they-- wait... I can burn them?"

Mahdis' mutterings to himself are interrupted by a pause, a blink. "There is something here I can BURN?"

A child-like glee comes over the mage's face, and he instantly swoops down to just slightly out of reach of the hideous undead. "ROAST, YOU MAGGOT-RIDDEN CORPSES!"

Fire roils out of his hands in a blazing torrent that spills down first to bathe the monster Aldebert challenges, and then sweeps on towards the next, racing up the wall to meet the creature.

Casting Fire Snake, which I think can go up walls. It just says the squares must be adjacent, with no mention of verticality or otherwise. The two ghuls caught in it must make a DC 24 Reflex save for half, or fail for full:

Fire Damage: 12d6 ⇒ (2, 4, 6, 4, 3, 4, 4, 1, 5, 4, 4, 3) = 44


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

forgot my bralani. If ami still hurt, another csw on him. Or someone else if more hurt

csw: 3d8 + 6 ⇒ (1, 5, 4) + 6 = 16


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

Round 9, Init 29

Status:

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

Pent flusters as his crossbow fails to do anything effective. He takes comfort in the Sarahtar's serendipitous skills, at least.

Sarahtar: 1d20 + 15 ⇒ (6) + 15 = 21 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

The gnome hears Mahdi's declaration, so decides to move a little closer to the fray. "Not many undead who can resist your fiery personality, Mahdi! The more you can roast, the less they can host, and we can get on with our exploration."


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

Amiamble and Yeen soar to secure the ghul on the wall, the great cat snagging the undead in its teeth. Otah avoids blindness, though his throw would suggest otherwise. Aldebert and Gretiem lock horns with the ghul on the floor, damaging the undead strongly. Mahdi finds his stride, and brings a slithery burn to bear upon two of the remaining three great ghuls.

Reflex Save v DC 24: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex Save v DC 24: 1d20 ⇒ 11

Both heavily damaged creatures are snuffed out by the Fire Snake!

Round 9
Amiamble- 14 (-48hp/-22hp)
Otah- 9 (-8hp)
Aldebert- 3 (-5hp/-17hp)

...
Round 10
Mahdi- 30
Pent- 29
Great Ghuls- 29 (-90hp, -101hp, -10hp)
Black Jinni- 29 (-314hp)

Within moments, the tide turns, and the last animate Great Ghul finds its way to the floor, engaging Otah, and sealing its fate as the halfling brothers and their beasts descend upon it, ripping it apart, and severing its connection to whatever animating force it had.

The encased ghul finds itself helpless, either now, or later, as the Icy Prison continues to hold it in place.

Combat is effectively Over. For continuity's sake, we'll say that the temporary blindness wore off sooner than expected, and the Scroll was not lost, though the fire mage will not be able to use it, should a new event arise.

The Windstorm dies out moments later, bringing semblance of peace to the grand guignol dining room. Looking over the dining table, you find the Imam's taste runs from efreeti innards, to marid sweet meats, to djinn digestives.

From this room, you find two single doors to the northwest, and a set of double doors in the north wall of the Imam's feasting chamber.


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

"They just keep coming don't they?" He considers his scratches, and decides they don't rise to the requirement of aid. He looks at the ghul in the ice. "Shall we destroy it then?"

Once dealt with, likely violently, he paces Gretiem back and forth between the doors, considering each equally.

"Let's try one of these lesser doors first shall we?" He suggests as he ends his movement near one of them and opens it when the party has recovered and is ready to move on.


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

For Ami's wounds, Pent produces his wand, and places a couple of palliatives on the half's frame, and the cat's if the cat's not displaying a cat's cattiness at the moment, being wounded and all.

Cure Moderate Wounds, Am: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Cure Moderate Wounds, Am: 2d8 + 3 ⇒ (4, 1) + 3 = 8
Cure Moderate Wounds, Am: 2d8 + 3 ⇒ (7, 4) + 3 = 14

Cure Moderate Wounds, Y: 2d8 + 3 ⇒ (2, 1) + 3 = 6
Cure Moderate Wounds, Y: 2d8 + 3 ⇒ (7, 6) + 3 = 16

"Alright, alright. Let's get to this, and figure out what needs retrieving, if we're believing the garundi man weaving in and out of our sight."

The gnome watches intently as the half opens the nearest doors.


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

Aldebert opens one of the two doors, leading to the northwest.

This immense kitchen is dominated by a massive brass grill set in the center of the floor. Two other doors sit in the east wall of the oddly-shaped kitchen.

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 smiles and pats Yeen as the gnome heals him.

"Thank you, Pent. It is appreciated when the healing comes without subsection emissions," Ami looks at his own wounds, and they don't seem too bad.

There is a lot happening and Ami is somewhat lost. This place makes no sense to him. It is an alien culture inside a plane of fire and with what seems to be unlimited foes and suffering. And this could have all been avoided if he hadn't let the map be destroyed. He failed...but keeps trying to forget his failure and push on, hoping that he can redeem himself for his weakness.

He follows his brother onward.


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

"A cannibal djinni? Creepy."

The dwarf ponders the amount of professionalism that must have gone into building the estates inside the City of Brass and how it's inhabitants seemed to have devolved into madness.

He turns to investigate the open door, and notices the size of the kitchen grill. "What terrible things lie charred at our feet?" he asks out loud as he moves into the room to investigate any signs of what the grill was used for.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


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

Aldebert pokes around the kitchen a little, "Big place. I wonder where the servants are?"

He watches Otah study the grill. "That's quite a large hole of a sort."

Shrugging, and not particularly wanting to spend time sorting through the celery, he moves to the next door and opens it when the party is ready, though he waits for Otah and others to finish their investigations before doing anything.


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 for the quiet! Work's been crazy.

The bralani hovers around during the healing, looking attentively at Mahdi and offering a smile to Aldebert, but Mahdi flicks his fingers impatiently and the bralani shrugs and flickers back to somewhere much more pleasant than the Plane of Fire.

Brushing his hands off, Mahdi pokes gingerly at his own light but annoying wounds. "So these won't heal until I'm un....cursed? Lovely. Well, we should prioritize those who are likelier to be getting hit, regarding that. Ugh. What a revolting spread of... I can't even call it food."

He will, as usual, scan the kitchen for any signs of magic before taking up a place behind Otah.

"Pent, you have keen eyes-- anything of interest in this oversized abattoir?" Mahdi says, aware that the gnome has seen many things his own vision would never detect.


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 duck into the room, looking around. Ami makes sure that Yeen doesn't eat too much coal-meat, knowing the cat prefers his rare.

1d20 + 18 ⇒ (15) + 18 = 33 Perception


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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:
"Pent, you have keen eyes-- anything of interest in this oversized abattoir?"

Perception: 1d20 + 23 ⇒ (7) + 23 = 30

Pent holds up in following Aldebert forward into the grill room, acknowledging a request for reconnaissance. "Rarely get a chance to hear the word 'abattoir' used in such a literal context, eh, Mahdi? From the looks of it..." The gnome swirls above the dining table, keeping a respectful distance so as not to involve his olfactory engagement of the scene. "...you've got a mad Imam... being served up a mixture of fresh and rotting corpses. He seems to have pulled apart the chest cavities, much like you'd do to get at the center of an overly ripe plum to remove its pit."

Something catches the gnome's eye, and he covers his mouth for a moment, before proceeding with his debriefing. "He didn't spare anything. There are eyeballs plucked from the sockets, tongues ripped from their roots, jaws dislodged to access the upper throat areas, bones broken to suck at the marrow, skulls cracked to slurp at the brainy bits..."

Pent looks back over at Mahdi, hoping he's had enough of the firsthand accounting of the severedhand savoring.

"He's even worked over the cartilage between the bones of the spinal cords, pulling it apart like those candy necklaces on those springy cords you can buy in the Katapeshi markets. You ever munched on cartilage? I mean raw like that? Very little flavor, so he wasn't a consummate gourmet, just a glutton for mutton, raw or charred."

The gnome's fascination comes to a quick close, and he joins less fleshy pursuits of the halfs running through the kitchen.

When more rooms are breached, he lends his peeps to the seeks.

Perception: 1d20 + 23 ⇒ (6) + 23 = 29


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

Otah finds out quickly enough that the grill is little more than a charnel pit for discarded corpses picked to the bone, and then some. For the comings and goings from the kitchen to the dining room, light drippings of ichor suggest that bodies were dragged from the table, to the grill, which seems to do the work of a crematory, if its heat is any fair representation of the Plane of Fire.

Aldebert in the lead, doors pull open easily enough, revealing two magical larders, which replenish the stores of grains, wine, bread, vegetables, and spices as they are used. No meats, strangely enough.

As Amiamble lays eyes on the southern wall, he spies a secret door, which leads to another, bare room, with a door in the western wall. When that door is opened, a set of stairs leading upwards is revealed to you.

Roll20 Map has been updated. Set of stairs up, or double doors leading north from the dining hall.


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 up the stairs, then shrugs, looking at his brother, the leader.

”Brother, were there not double doors back that way? Which way do we go?” Ami asks the person he most admires in this world (mortals only).

If his brother things the double doors are the right call, he will open them when others are ready.


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

"Best we leave the floor behind us searched completely before heading upstairs." Otah chimes in.


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

"Yes, the double doors are definitely where we want to go next." says a slightly green Aldebert, coming to grips with Pent's over-graphic description.

Glad I don't have a fresh meal in my belly...

He moves to the fresh air by the double doors and, sword drawn, strides in when his brother opens them.


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

Mahdi looks marginally queasy as well, grimacing through Pent's detailed description as he shakes his head and follows Aldebert's lead to the double doors. "Lovely..."


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

GM Rolls:

1d100 ⇒ 61

The double doors open onto a grand vista of the Fourth Level of the Bayt al-Bazan. This huge roof walk extends from the gatehouse to the palace, its eastern face a crenellated battlement overlooking the Sea of Fire far below. To the west, the rooftop looks out over the palace courtyard, while a number of guard shacks, turrets, and garderobes top the walk.

Yet the most impressive sight here is the one-hundred-foot-tall pyramid of ancient tarnished bronze that stands in the northern half of the rooftop. A wide stair rises to the pyramid’s apex, where a small temple with a double-peaked roof stands. Statues of draconic, four-armed female centaurs stand at each corner of this top platform, keeping an eternal watch over the surrounding area.

For its expanse, you are the only souls in the vicinity. At least for now...

Roll20 Map has been updated. Hopefully it loads easily enough- another rather large space.


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 quickly assumes a heady height, zooming upwards and circling the pyramid to take in the sights. He revels in the majesty of the monument, while revisiting a look down into the courtyard where once roasted an intestinal efreeti.

"OH, BOY!! This is a feast for the eyes!! Unlike the Imam's feast on the eyes!! There are more doors across the walk, but the doors at the top of the pyramid look much more interesting!! Where do you want to investigate first?"


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 smiles a bit to be ‘outdoors’, but the Seas of Fire worries him. Seas should be water, or kittens, but not fire. That doesn’t make any sense, so it worries Ami.

Ami and Yeen airwalk up, to the right to stare over the ramparts and see what lays beyond...as if it were more important than what lays nearby.

”Brother, that sea is fire. *Fire*, Brother. What hell is this? What place has only fire in their seas?”


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 pauses to admire the bronze building. "City of Brass indeed. We get to go inside this?" he asks, the first sound of excited interest to escape his lips since entering the scroll.

He places a foot on the first step of the wide stairwell, and when the party is ready to converge, heads up to the pyramid's doorway.


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

Aldebert takes in the sights and a smile pierces his worn face. "My that is impressive."

"Brother, look on it as a work of art, not reality as we know it. Appreciate the beauty that is, even in this evil place."

He walks with Otah to the pyramid. "Yes, let's head inside. Damnation this place just keeps on going!"


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

Ascending the monument lends to an even greater vista of the City of Brass, as the peak of the pyramid rises to the same height as another, final section of the Bayt al-Bazan. Likely the only place the previous set of stairs through the kitchen will reach.

Almost immediately after reaching the top of the stairs, the fiery sun is eclipsed for a moment, as a giant form soars through the air in a lazy circle above your very Bayt.

A sturdy minaret of brass becomes the temporary perch of a large red dragon, who allows its tail to wrap around the tower below it, for stability. Its distance from you is significant, but you miss nothing of its measuring gaze, as it watches you like a cat watches the floor of a barn riddled with rampant rodents. It doesn't approach, however, only watches at its distance. Perhaps it understands the nature of the Bayt, and the inability to leave for those who enter...

The doors of the apex temple open smoothly, revealing a lit chamber within, the same brass lamps of fire dotting the walls. The inside of the temple is decorated with pictographs and writings in an ancient, but familiar, language.

Ignan:

The pictographs interweave with writings that come together to form prayers to Ymeri.

Perception DC 25:

The floor of the temple hides a large Secret Door.

Knowledge(Religion) DC 25:

The prayers on the walls indicate that the way forward will be revealed if blood is spilt on the floor, as is befitting of the Queen of the Inferno.

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

Knowledge(Religion) v DC 25: 1d20 + 9 ⇒ (18) + 9 = 27

Perception v DC 25: 1d20 + 23 ⇒ (6) + 23 = 29

Pent flits about on his Carpet, taking in the walls with careful consideration, allowing the words to make themselves understood, lo the many years they've had to sit still and be read by those much older than an old bearded gnome.

Slowly, Pent circles upon the magic flotation device, and shoos his friends back and away from the central floor of the temple. The bolt loaded into his crossbow is flicked from its resting groove. The gnome then jabs the center of his right palm, and hrrngs in the pain. Blood pours from the opened wound, but nary a drop touches the Carpet's weave. The gnome demonstrates the foresight to bleed over the edge, and onto the floor itself.

"Alright, let's see what this does. Writing on the wall suggests that we subject ourselves to a little bleed, and find our way below, wherever below might be."


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

With the gnome's noble donation of blood, the floor begins to slowly sink into the pyramid's core, revealing a set of stairs that descends into darkness, but for a faint flicker of flame fifty feet down.

Roll20 Map has been updated. Black square in the temple is the newly-opened secret floor door.


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

Aldebert watches Pent's carpet dance as he shoots through the room to and fro. When the secret door reveals itself, he calls out, "Well done Pent! Good find!"

He tosses his ioun torch over his head just in case, and heads down the stairs when the others are ready.


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

"That was something." Otah takes a moment to appreciate the mechanisms involved in the sinking floor before delving deeper.


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 + 18 ⇒ (6) + 18 = 24 Perception
1d20 + 11 ⇒ (4) + 11 = 15 Know (Religion)

Ami nods at Pent, having none of the same revelations as the gnome. He stops being somewhat appreciative and moves to completely appreciative then the gnome offers his own blood to open the door.

Ami watches the torch fall, and if he sees nothing scary, he will air walk down.


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

Ioun Torch remains in the vicinity of Aldebert's head, so nothing is revealed to un-scare-ify the cat halfling. That being said, we proceed downwards.

A spiral stair descends 50 feet into a small chamber at the pyramid’s heart. A pedestal here holds a head-sized crystal orb of glass within which appears to burn a raging inferno.

Knowledge(Arcana) DC 20:

This sphere of fire is slightly warm to the touch and contains a sample of Ymeri’s Breath, the purest sample of Fire directly from the Plane of Fire. The glass is nearly indestructible. It is an extremely valuable relic, especially to worshippers of Ymeri Herself.

In the light of the Fire, the wild garundi man makes another appearance.

"Oooo, that's it! Bring that with you, and ascend the stairs you found to the top level of the Bayt, and we can finally see me released, and you freed!!"

The image in the brass wall fades in his excited shimmer...


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

Busy weekend, whuf. Can't fail that check.

Mahdi exhales in mild awe at the sight of another sphere of fire, similar to the one he already holds but even more fascinating to the fire-mage.

"Pure flame," he sighs. "The very essence of fire itself. Ymeri's Breath, they call it."

When their guide, if such he is, appears and disappears yet again, Mahdi swears in Ignan. "How shall we trust you, old man? What if we free you, and you attack us?"

Attempted sense motive on the man: 1d20 + 2 ⇒ (18) + 2 = 20

Shaking his head, Mahdi returns his attention to the orb. He studies it with the use of the cantrip to find magic, to see if the orb has any safeguards. "Pent, you look at it. Do you think it's safe to grab-- nothing rigged or set to spark me?"

If Pent sees no traps, and Mahdi doesn't either, he will carefully lift the orb from its resting place and cradle it close to his chest.


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)

”Mahdi, do you want me to get it?” Ami asks, casting Resist Energy Fire on himself and Yeen, just in case.

He waits to see if Mahdi is burnt by the flames and might need help with the Orb. He’s not too worried about the crazy old man.


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 turns to face the wall-man's visage when it appears.

"Surely this treasured object is not just protected by a little drop of blood?"


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

"Well, we did have to go through quite a bit to get to that door Otah. Still, be careful Mahdi, nothing is safe here and Otah's concerns are valid."

He watches and waits for something to jump out at them, his sword at the ready.


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 allows the Carpet to waft gently, avoiding the top of the topmost stair descender, before arriving at the bottom, and the rather cramped inner chamber.

Mahdi wrote:
"Pent, you look at it. Do you think it's safe to grab-- nothing rigged or set to spark me?"

The gnome actually drops from the Carpet, his legs slightly wobbly for the solidity of the brass. He circles the pedestal, giving it a solid going-over.

Perception: 1d20 + 23 ⇒ (7) + 23 = 30

Presuming the gnome's eyes don't catch red laser beams surrounding the gem...

"I see nothing that would discourage you from plucking the Orb from its perch. Keep in mind, I'm not a pickpocket or tomb raider by trade, so I can only suggest discretion, despite the desire to see you snatch it, and bring it from this dark nestle."


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

GM Rolls:

1d100 ⇒ 27

Mahdi weighs caution and passion, before picking Ymeri's Breath from its pedestal. It is warm to the touch, but it doesn't burn the fire mage in a physical sense.

Pure Flame, encased in glass, joins Mahdi's Perpetual Flame, and the fire mage appears lit from within, for his joy.

Nothing occurs. The Pyramid makes no sudden lurch, no new wheels begin to grind, and the stairs remain in place, allowing the team to ascend them, when they are ready.


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

"I resist flame in my own right," Mahdi says modestly to Ami. Also, the communal resist fire I threw up at the start of the day should still be active, I thiiiink. And if it's not, I have two more prepped. Save your spell slot, Ami; due to school slot shenanigans I basically have to have resist-fire variants memorized for several of my spells right now.

Mahdi beams as he cradles the orb close. "It's so.... beautiful," he murmurs, peering rapt into the heated depths.

"...right, we should be prepared for anything when we reach the upper level. Anything including that dragon. Let me make sure our reserves are prepared against possible flames, shall I?"

Another communal resist energy fire (30) on Ami, Yeen, Pent, Otah, Alde, and Gretiem - that's 20 minutes each on each of them, Otah can have 30 minutes. My own personal resist energy should definitely still be active, it was 120 minutes.

That done, Mahdi next encases the group of extra-planar travelers in a bubble of sweet-smelling air.... Life Bubble, on entire party, three hours each, six hours on myself

"Shall we?" Mahdi says with a nod upward, his feet beginning to drift that way and his body as well. Stairs are for those poor souls stuck with gravity.


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 saves his spells. Wasn’t sure those other resists where this day or the last.

Ami accepts Mahdi’s protections and is happy to air climb out of the dark and scary place...and back to where he can again see the Sea of Fire.


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

"Thanks Mahdi."

The dwarf begins the trek up the stairs and out of the pyramid.


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 hops back onto his Carpet, much more at home, at height. He looks over Mahdi and his fiery affections, and gives an approving grunt, words unnecessary in the moment, as it should be apparent that the fire mage in fact has a heart, which beats to a different drum.

The gnome is ready to soar to even greater heights, and come to understand what they can do to depart the Bayt, as hospitable as it's been so far...


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

GM Rolls:

1d100 ⇒ 88

Perhaps it's your imagination. Perhaps it's your senses dulling to the constant roar of the Plane of Fire. Whatever it might be, your walk across the Roof of the Bayt al-Bazan is largely placid. Across the way, you spy two mad efreet wandering from tower to tower, wholly unaware of your presence. The brass bull in the courtyard below bellows not. The dining hall renews your disgust in its smell, but there is no new activity to confront you, to bar your way to the next Floor.

The kitchen greets you with a relief for your senses, as the spices cloak the char of the grill.

Taking to the stairs, you find yourselves emerging on what must be the Top Floor of the Bayt.

From your position on the Southwest balcony, you are treated to a breathtaking vista of the City of Brass spreading out below, almost like a detailed map in miniature.

There is a single door in the northern wall, as well as an expensive curtain on the northeast section of the balcony.

Roll20 Map has been updated. The part of the cupola which joins up with the balcony on which you stand is to the left side of the mapping, and you are positioned on the right side.


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

Aldebert takes in the beauty of the sight and realizes, maybe for the first time, just how far away from home he truly is. What a strange trip life can be. he thinks as he looks out over the vista.

Eventually he tears himself away and heads toward the curtain. He nods to the others to get into position, and shifts the curtain out of the way with a dramatic swoop in the hopes to clear it all and open the passage fully for the others.

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