GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 4, Init 5

Hazim puts his bow away and goes to retrieve his dagger.

My brother is right. Maybe we shouldn't chase. Let the little dogs come to us. We can scout out the west end, and then slowly make our way back to this area. That way if they follow us, at least we'll be on the ground.


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 4, Init 7

Ami gives the 'Where'd-they-go?' shoulder gesture, wondering if anyone else saw where they went.

Ami spurs Yeenoghu to move closer so they can get a better look, moving and taking total defense. Yeenoghu will read to swat at anything that comes close.


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

Round 4, Initiative 20

Status:
HP: 13/13 AC: 17 (F16/T12)
Weapon Equipped = Light Crossbow
Bolts = 8 of 10
Conditions = None

Aldebert moves up another 5', loads his crossbow, and takes a shot at the Pug his brother had attacked hoping to drop it before the slink away.
Crossbow: 1d20 + 2 + 1 - 4 ⇒ (7) + 2 + 1 - 4 = 6 (+1 bless, -4 cover) damage: 1d6 ⇒ 2

"Stand still and let me hit you!" He shakes his fist at the escaping creatures.


We're going to drop initiative since we're effectively out of combat now.

As Amiamble and Yeenoghu climb the stairs, they find the chapel devoid of pugwampis. It seems all of the sound of their chatter is muffled above, coming from the choir loft that connects to the ladder on the north wall.

A foul smell seems to come from the back of the chapel, towards the ruined altar (A2a). An old book with torn pages lies strewn out.


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, trusting in Yeenoghu to keep him safe, does a search of chapel, evenutally ending up at the book.

They said this was a monastery to Sarenrae, right?

Ami will check things out.

1d20 + 7 ⇒ (14) + 7 = 21 Perception


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim retrieves his dagger. He fills the others in on what he found during his brief exploration.

Hazim moves cautiously towards the back of the chapel.
Stealth roll 17+8=25
Perception 14+4=18/19vstraps.


The book is mostly torn out, its pages littering the area and covered in excrement, obviously the source of the smell. Amiamble immediately recognizes it as The Birth of Light and Truth, Sarenrae's holy book.

Various trinkets and even a few gems are scattered about, which are easy enough to scoop up.

200gp in loot.

The snarling of many tiny dogs can be heard coming from the choir loft directly above.


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 cautiously follows the others, looking over the scratch on his brother's shoulder where the pug arrow had ineffectually hit. He gives him a scowl of concern for that.

"Look, you've gotten a hole in your robe-- I am not mending that."

(Not like he could, anyway. But this is what a brother like Mahdi says instead of 'are you okay', especially to his big brother.)

He keeps the loaded crossbow at the ready, his walking staff at his back with the leather strap that secures it there.

"Let's see if there's anything of interest here besides that book," Mahdi mutters, then casts a cantrip to detect magic and scans amid the trinkets and the altar.


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 considers taking the book for safekeeping, his fingers wriggling in thought over the book. Eventually, he leaves it to be as he recalls that Almah wants to make this their base and he'll have time later on to explore (and possibly even clean/read) the book later.

Ami wonders if it is better to clear out the lower levels (A7 ish) or try to go upstairs now. Is there an obvious way to the choir loft?

Maybe there is a way up in another part of the building.


There are no magical auras in the vicinity.

The ladder (marked "L" on the map) goes straight up to the choir loft.


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 in disinterest at seeing no magic.

"Climbing up into the range of their bows seems rather... foolhardy," he says with his eyes on the ladder.


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

Aldebert puts away his crossbow and gathers up his guisarme. He stands near the door of the chapel paying attention to any that might try to sneak up on us while investigating the chapel.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Mahdi al_Jabira wrote:
"Climbing up into the range of their bows seems rather... foolhardy,"

"Agreed. Who knows what sort of tiny hole they're huddled in waiting for us. They're not too deadly, just annoying. We'll have to purge them eventually, but with luck they'll come to us."


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 explores A7 slowly, waiting for the others to catch up.

We move like the wind, do we not Yeenoghu?


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 smiles thinly. " 'With luck' is the opposite of what they do, isn't it?"

But he doesn't argue the logic of the words. "Then we steer clear of this area until ready to try and engage them, and perhaps the wretches will come to us."


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Alright, I will try to scout ahead again. And this time I won't take on the whole place, just a door at a time. Give me ten feet or so, so you give the dead less of a chance of waking from all your noise. I see the little scarfed one is heading that way. Good a choice as any.

Hazim heads towards A7. When he gets close, he heads to the northern door as quietly as he can, and checks it for traps/locks/noise on the other side.

stealth roll 8+8=16
Perception take 20 = 20+4=24/25 vs traps.
if not allowed to take 20, perception roll of 16+4=20/21.


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

Aldebert positions himself outside the room with his guisarme at the ready.
Stealth: 1d20 + 2 ⇒ (16) + 2 = 18

This is a dangerous place now. I wonder what it was like when the monks were here? Likely quite lovely.

He imagines long flowing curtains and tapestries flowing in the breeze, bowls of water for washing and cooling oneself, and maybe even a little lemon tree for the occasional 'extra' in ones drinking water.

He shakes his head of such frivolities and concentrates on the task at hand...

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Since combat ended, was anyone bothering to check out the alcoves and statues in A1a and A1b before running off?

A1a

This chamber holds the remnants of what was seemingly a shrine and wooden altar at some point. The ceiling is intact, which has preserved a huge bas-relief statue of a muscular humanoid man with a pointy beard gesturing toward a huge mountain in the background, his face a picture of mortal concern.

Knowledge Local DC 10:
You recognize the large mountain the background as Pale Mountain, largest of the Brazen Peaks and the site of many fell legends. You saw it on the horizon on your way here, as Kelmarane rests in its shadow.

Knowledge Religion DC 15:
The bearded figure is depicted in a manner similar to the way in which the faith of Sarenrae depict their saints, but this is not one that more frequently known or honored it seems.

Knowledge Religion DC 25:
You realize that the bearded man is a very obscure, regional saint named Vardishal.

A1b

A similar statue adorns the eastern wall of this chamber, in this case with the bearded figure appearing on a hilltop to a group of robed pilgrims. The being holds up his hands, palms out, in a sign of peace. Though many of the faces and limbs on the bas-relief have been worn down or cut away, the expressions of those range from beatific to horrified.

A crude stone stele that seems to have been erected more recently than the abandonment of the monastery stands here as well. Its graven inscription reads: “A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 AR.”

Aldebert & Hazim:
As you're looking around, you actually notice something off about the wall behind the statue's legs. A section doesn't quite appear flushed with the rest of the wall.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim will definitely take his time searching all corners.

Knowledge roll of 5+6=11.


Edited the above to include Hazim, since you said you were taking 20 searching and I overlooked that. Sorry.

Examining the wall reveals a secret door, hidden by the wall frescos. A slight nudge reveals that it is openable, but seems to be blocked by something on the inside.

DC 14 Strength check requred to open.


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 helps search, and remembers that they will have more time for searching after the place has been cleared of enemies.

Ami waits to see where people go next, anxious to move on before the pugwampii regroup.

He will try to open the door.

1d20 + 1 ⇒ (17) + 1 = 18 Str Attempt on door.


Ami is able to shove the door open, revealing overgrown vines that were the source of the blockage.

A11 (Not labeled on the map yet.)

Looming walls with no apparent doors enclose this small roofless garden. Monks must once have come here to relax and contemplate the ways of nature, but any order they might have brought to the place all those years ago is almost impossible to notice now, as a wild cacophony of multicolored scrub plants and desert weeds have almost completely overgrown the space.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim proceeds cautiously, raising one hand to ask the other to stay back. He scans the entrance of the room first, and then the room itself, staying stealthy as much as he can.

Perception take 20 = 20+4=24/25vs traps.
if unable to take 20, perception roll of 17+4=21/22

Stealth roll in this area of 20(natural 20 rolled)+8=28.

If clear, he raises his hand again and flicks his wrist forward, indicting the others may come in.


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)

After Hazim's signal, Ami and Yeenoghu sidle through the door into A11, carefully looking around and with a stone in his sling.

"There there, Yeenoghu, we'll find you some gnolls to slay soon." Ami whispers to Yeenoghu, more to assuage his own worry than his cat's.


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 Local: 1d20 + 7 ⇒ (10) + 7 = 17

no ranks in religion yet. He does cast his usual cantrip on the statues out of curiosity, but if it don't glow, he no curr, or something. Bah, history! Who wants to spend all their time living in the past?

He slips after the halfling brothers into the tiny room.


The tiny garden is devoid of creatures and is relatively peaceful, despite its overgrown state. Nothing of value or note turns up, but a search of this enclosed area reveals another secret door on the opposite wall, also overgrown with vines.

Another DC 14 Strength check is required to open it, or 5 minutes of clearing vines and weeds will also allow easy access with no check. If you wish to go explore somewhere else instead, just let me know where you're headed.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Before prying it open, Hazim will scan the door, listen on the other side, the usuals.

take 20 perception 20+4=24/25
if roll needed, perception of 17+4=21/22


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 will muscle open the door when Hazim is done listening.

1d20 + 1 ⇒ (1) + 1 = 2 Str Check
1d20 + 1 ⇒ (15) + 1 = 16 Str Check


Roll20 map updated. You guys are terrible about moving your tokens. :P

On his second attempt, Ami is able to pull the door open.

A10

This austere octagonal chamber has a tall roof and an aerie of leering gargoyles perched atop each point where a wall meets another wall. An unholy stench of rotting meat, dried blood, and animal excrement hangs heavy in the air, no doubt from the fine crust of gore, animal carcasses, matted leaves, and guano covering the floor.

As soon as the door is open and the room is disturbed, three red, tiny, buzzing creatures lift off of the carcasses in surprise, circling around angrily. They are 5' off the ground.

Knowledge Arcana DC 10:
You know these pests as stirges, magical overgrown mosquitos that thrive off of fresh blood. They are prone to carrying diseases and do everything in their power to attach themselves to living creatures in an effort to drain their blood.

Nothing else of note about stirges.

Initiative:
Mahdi: 1d20 + 6 ⇒ (13) + 6 = 19
Hazim: 1d20 + 4 ⇒ (4) + 4 = 8
Aldebert: 1d20 + 1 ⇒ (4) + 1 = 5
Amiamble: 1d20 + 5 ⇒ (14) + 5 = 19
Malki: 1d20 + 2 ⇒ (9) + 2 = 11
Stirge 1: 1d20 + 4 ⇒ (9) + 4 = 13
Stirge 2: 1d20 + 4 ⇒ (8) + 4 = 12
Stirge 3: 1d20 + 4 ⇒ (3) + 4 = 7

Round 1

Mahdi. . . 19
Amiamble. . . 19
Stirge 1. . . 13
Stirge 2. . . 12
Hazim. . . 8
Stirge 3. . . 7
Aldebert. . . 5


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

Knowledge: 1d20 + 7 ⇒ (14) + 7 = 21

"Stirges," Mahdi says in great disgust. "Filthy bloodsuckers!"

He pushes past the others, raises his hands, and-- FWOOM!

Burning Hands. Should hit all of them from where cast. DC 15 Reflex for half, etc.

COME ON, BIG DAMAGE!: 1d4 ⇒ 3

AC currently 15. Does Mage Armor add to CMD? Cannae recall off the top of my head.


S1 Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
S2 Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
S3 Reflex: 1d20 + 6 ⇒ (15) + 6 = 21

Unfortunately for Mahdi, they are all fairly quick to avoid the brunt of the flames. Their tiny wings do appear a bit singed, though.


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

Le sigh.


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

Round 1, Init 19

Ami's eyes go wide as Mahdi runs ahead, his eyes bulging between the folds of the scarf that keep his head and neck hidden.

"Yeeeaaah!" Ami spurs Yeenoghu to defend his fiery companion.

Ami moves and snaps his slingstaff at the bottommost stirge.

1d20 + 4 ⇒ (4) + 4 = 8 to hit;
1d6 + 1 ⇒ (2) + 1 = 3 damage.

Ami reloads his sling and Yeenoghu readies to slash a stirge if it comes close.

Yeen's Ready:

1d20 + 2 ⇒ (15) + 2 = 17 to hit;
1d6 + 1 ⇒ (3) + 1 = 4 damage.


Mahdi, do you wield a weapon?

And no, Mage Armor doesn't apply to CMD as it's an armor bonus.


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

Last thing he had in his hands was his crossbow, so, not at the moment. Come suck my blood freely!


Round 1, Init 13

The stirge buzzes and flies towards Amiamble, but Yeenoghu swats it before it closes in. The wounded stirge attempts to stab at Yeenoghu, but faints before it can do so.

One down!

Round 1, Init 12

The second stirge flies in towards the unarmed Mahdi, looking for fresh blood (and bit angry about being burnt.). Unfortunately, it's flight path goes right in the range of both Ami and his pet.

Yee and Ami both get AoOs. If the stirge still lives after...

vs Mahdi's Touch AC: 1d20 + 7 ⇒ (2) + 7 = 9


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 laughs, a little like the hissing sound of fire, as he just manages to jerk back from the stirge's nasty little hunt.


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)

AoO

Ami lashes out with his staff while Yeen bats away with a claw.

1d20 + 1 ⇒ (8) + 1 = 9 to hit;
1d6 + 1 ⇒ (1) + 1 = 2 damage;

1d20 + 2 ⇒ (14) + 2 = 16 to hit;
1d4 + 1 ⇒ (2) + 1 = 3 damage;


Yeenoghu hits again, but this stirge doesn't drop. It seems badly wounded, but still intent on feasting on someone's blood.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 1.
Initiative 8.

Hazim will step towards his brother
Move action (20 feet) towards his brother.
Standard to throw the dagger in his hand at the stirge that has not moved yet.

To hit with thrown dagger 20+4-2=22.
Roll to confirm crit 20+4-2=22

I'm going to start using the built in dice roller, so I don't get called a cheater.

by the way, damage is
2d4 + 2 ⇒ (3, 4) + 2 = 91d6 ⇒ 2


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 flashes a bright grin as he sees Hazim's dagger arc with pinpoint precision for the stirge's body.

"Ha! Well thrown!"


Thankfully, I know you well enough to know that you aren't a cheater... Just a cheesy bastard. :D

Hazim rushes in, sees another stirge about to charge towards his brother, and lobs a dagger at it. The blade plows right into the magical insect, pinning it to the wall as the blood it currently contained spurts everywhere like a leaky balloon.

Only Aldebert's left.


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

Round 1, Initiative 5

Status:
HP: 13/13 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None

Aldebert moves up on the last stirge and does his best to end it's life at the end of his guisarme.
Guisarme Attack: 1d20 + 4 ⇒ (12) + 4 = 16 damage: 1d6 + 3 ⇒ (6) + 3 = 9

*Swat*


Aldebert comes forward at the end, swinging his guisarme awful close to Mahdi, but still connecting with the badly-wounded stirge.

Splat!

Nicely done! With that, the party is sitting at 520XP out of the 1300XP needed to level up. Almost halfway there!

A thorough examination of this former chapter house reveals loose coins scattered about the floor, as well as a fancy silver bowl that looks valuable.

In addition, Mahdi is able to detect a magical aura coming from a lightweight, one-foot long tube.

Mahdi's Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22

But unfortunately, he isn't able to identify it.


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

"Hmmm... perhaps the good Father can shed some insight on this," Mahdi muses, slipping the tube away into his pack for later study.

"That was well-handled, but mind where you strike with that spear you're using, my friend-- I already shaved this morning."


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

Ami pats Yeenoghu as the cat makes a quick meal of the stirge it bit.

"Would you like to carry the other one around for later?" Yeenoghu takes a second stirge in his mouth, carrying it gleefully, not unlike a dog with a favorite bone.

When the coins and magic is collected, Ami looks for Hazim to lead the way, then follows on padded feet.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim will check out the door leading to A9
1d20 + 4 ⇒ (16) + 4 = 20 for perception if I have to roll.
Take 20 if I can for 24/25 perception on A9.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Mahdi al-Jabira wrote:
"That was well-handled, but mind where you strike with that spear you're using, my friend-- I already shaved this morning."

"Apologies Mahdi, I'll be more careful." ...in another ~600xp

Aldebert keeps a close eye on Hazim, but tries to keep his distance so as not to ruin his stealthing.


A9

This small room seems to be a vestibule where monks would gather before entering the chapter house (A10) of the monastery. Various carvings regarding the worship of Sarenrae adorn the walls, but none feature anyone or anything recognizable.

Nothing else of note in this room. Proceeding on to A4?


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MASSIVE information dump incoming. No monsters/loot here, so I’m just going to present the rooms as you make your way around. Take your time with it though, as there’s lots of lore to learn that may or may not be useful in the adventures to come...

A4

A sweeping bas-relief sculpture along the north wall depicts five bearded, larger-than-life humans riding the wind with triumph carved upon their faces. Though some of their arms and hands are missing, each is clearly meant to wield a distinctive weapon. One of the five warriors holds a large axe, while another holds a fragment of what must once have been a regal staff. In the distance, an ominous mountain looms over the quintet. East of the wall decoration, two open arches lead into small rooms off the north wall. The south wall is little more than a series of open arches that look out into an open-air courtyard.

The carving bears symbols, written in Kelish, at the base of each figure’s feet. From left to right:

Kardswann (axe-wielder), Pazhvann, Vardishal, Zayifid, and Davashuum (staff-wielder).

The figure in the middle, Vardishal, seems to match the one depicted in the statues you saw before (A1a, A1b).

Mahdi’s Know History: 1d20 + 7 ⇒ (14) + 7 = 21
Mahdi’s Know Local: 1d20 + 7 ⇒ (12) + 7 = 19
Hazim’s Know Local: 1d20 + 6 ⇒ (16) + 6 = 22

DC 13:
The five figures depicted are actually quite legendary. They are known as the Templars of the Five Winds. The Templars were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travelers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.

DC 16:
Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.

DC 20:
The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.

I'll assume Hazim or Mahdi share this information with the Piddlespots as they study the bas-reliefs...


A5

The eastern cloister walk abuts what must be the outer wall of the monastery itself. The lengthy wall bears a marred sculpture depicting the five figures from the north cloister mural in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demoniac visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess. Opposite the sculpted wall, a series of open arches leads out into an open-air courtyard.

Mahdi’s Know History: 1d20 + 7 ⇒ (14) + 7 = 21
Mahdi’s Know Local: 1d20 + 7 ⇒ (20) + 7 = 27
Hazim’s Know Local: 1d20 + 6 ⇒ (6) + 6 = 12

DC 17:
This sculpture depicts the great wars of genie vs. genie that cast the Pale Mountain region into chaos hundreds of years ago.

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