Khayal Bin Haleen |
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Maybe you are right, I'll brave the fire.
fort: 1d20 + 6 ⇒ (10) + 6 = 16 3nl
reflex: 1d20 + 7 ⇒ (13) + 7 = 20 7
reflex: 1d20 + 7 ⇒ (19) + 7 = 26 8
reflex: 1d20 + 7 ⇒ (4) + 7 = 11 16
Survival: 1d20 + 8 ⇒ (1) + 8 = 9 nope
Khayal follows behind his friends and tries to keep his eyes averted from Yazi. Perhaps it is due to his unwillingness to look in her direction, but he misses the last steam vent and gets blasted with its warm vapors.
Upon finding the Azer smith, Khayal looks longingly at the weapons. His eyes look for anything resembling a kukri. perception: 1d20 + 9 ⇒ (4) + 9 = 13
Yazi |
"Uh, Lil'Killa, I don't think Shirin will get angry if you happen to see my ass bounce while we're running through a volcano." Yazi says to the Fighter before she starts to walk towards the smith.
"If you desire revenge against Java, wouldn't you rather that revenge be carried out, rather than letting your passion that drives you turn into a poison that rots you? Zenzirad is beautiful, but if her creation wounded you so much and yet you strived forward I have nothing but utmost respect for you, her father. So strong is your passion, one that surely pleases Lady Sekhmet above us." she softly says.
Diplomancy: 1d20 + 2 ⇒ (17) + 2 = 19
Khayal Bin Haleen |
Weapons are tools, results come from both the tool and the wielder, without one the other is of no use. How can we prove that we are worthy wielders of your powerful tools. In short, we offer our skills, skills your weapons need.
diplomacy aid another: 1d20 - 1 ⇒ (13) - 1 = 12
Khayal Bin Haleen |
Khayal takes his shovel and plants it in the loose volcanic dirt. He then takes 30 steps turns and looses two arrows into the handle.
bow: 1d20 + 14 ⇒ (15) + 14 = 291d8 + 4 ⇒ (8) + 4 = 12
bow: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 4 ⇒ (7) + 4 = 11
The second landing just a centimeter below the first, both dead center on the shaft.
He then takes out his kukris, looks at them lovingly and says, These, now these are where my true skill lies.
GM_Pace |
"You offer your skills." the azer says dubiously. "Hmph. I see you already tiring of this place - you would not last a day in the City of Brass. Still, on this island there is a place I cannot go. A place even Jhavhul gave pause. North of here on the Isle of Flint is a Black Spire. It is guarded by undead. But if you climb the Black Spire you will find a room that grows crystals. Bring me at least one of those crystals, and I will know you will keep your word fighting Jhavhul. Bring me more than one, and I will craft any weapon you like in the next fortnight, as a reward."
Artel looks at the adventurers, adding "I tried making a golem that could retrieve the crystals for me, but the war machines on this island don't always follow orders, and it's been decades since I set that golem on his task. Without new materials, I am forced to recycle what I have every few years."
Over the roar of the lava, the fire-dwarf says "You'd best go - or you might get scalded to death here. If you never return, I have your answer."
Yazi |
Yazi bows to the Azer.
"Consider it done." Yazi says with her usual bravado before pausing. "Wait, this golem of yours, it wouldn't have hooves would it?"
Khayal Bin Haleen |
I look forward to seeing you again, with crystals in hand.
Khayal says retrieving his equipment. He does not waste much time in exiting, though he takes pains not to seem overly rushed.
GM_Pace |
Fumarole: 1d100 ⇒ 87
Fumarole: 1d100 ⇒ 43
Fumarole: 1d100 ⇒ 57
Fumarole: 1d100 ⇒ 59
Fumarole: 1d100 ⇒ 32
That's 3 again.
Everyone at the Fireforge takes 1d6 ⇒ 5 fire damage from the superhot air as they leave, no save (unless you have resistance or reduction).
You take 1d3 ⇒ 3 points of nonlethal damage.
Unfortunately to have to dart around the steam vents again.
A vent blasts too close, and you take 4d6 ⇒ (2, 1, 2, 1) = 6 fire damage.
A vent blasts too close, and you take 4d6 ⇒ (1, 5, 6, 4) = 16 fire damage.
A vent blasts too close, and you take 4d6 ⇒ (1, 5, 5, 2) = 13 fire damage.
And you make it back to the (only) suffocating heat of the storage corridor and the door to the tunnel outside, where the others await.
Khayal Bin Haleen |
fort: 1d20 + 6 ⇒ (14) + 6 = 20 0
reflex: 1d20 + 7 ⇒ (1) + 7 = 8 6
reflex: 1d20 + 7 ⇒ (5) + 7 = 12 16
reflex: 1d20 + 7 ⇒ (14) + 7 = 21 6
Khayal exits how he entered, keeping his eyes averted and taking a steam bath.
Yazi |
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Fortitude: 1d20 + 9 ⇒ (9) + 9 = 18
"Ugh, this place sucks..."
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8
"Ah-oh... that one doesn't feel that bad..." she coos as the harmless hot air rushes over her.
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
"Ha! Hey, Lil'Killa, you might want to keep your eyes on the rump, it'll keep you out of hot water at this rate." she chuckles back to the Fighter.
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
"Ha-ha!" she lets out once making it triumphantly outside. She remembers to pick up her things before they leave.
"Poor guy, being stuck here this whole time, he had a lot of pent up... frustrations, I could tell. And those scars and muscles, mmm..." she cuts herself off as she bites down onto her lip.
Khayal Bin Haleen |
It is time to head to this black spire.
Khayal says upon reaching relatively cool air. His skin is significantly scalded at this point and it's clear from his movements that he is in a good deal of pain. 59 damage+3 non lethal
Yazi |
7 Fire + 4 Non-Lethal
"Yep! We need to go put some undead to rest and recover some crystals so Mr. Painter will make us weapons." Yazi tells those who did not enter the forge.
Khayal Bin Haleen |
So the Black Spire is on this island somewhere, did anyone see something matching that description on the way in? It is to the north.
Khayal will attempt to orient himself before trying to determine the best course north. survival: 1d20 + 8 ⇒ (4) + 8 = 12
Bartan Harrowborn |
Bartan notices that the fire seems to have barely touched miss Yazi, while Khayal looks like a large red pimple ready to pop. "My gods man, you'd think you'd just dunked in boiling oil! Glad I did not enter that place. If I had access to healing spells, I'd lend you a hand. As it is, Master Hajar will have to handle it."
He looks across the horizon.
"Now, a black spire, you say?"
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
GM_Pace |
You take 1d4 ⇒ 2 non-lethal damage. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. This damage stacks with any previous damage.
You take 1d4 ⇒ 1 non-lethal damage. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. This damage stacks with any previous damage.
You take 1d4 ⇒ 2 non-lethal damage. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. This damage stacks with any previous damage.
After emerging from the mile-and-a-half tunnel back into the (relatively) cooler air of the outside, you see that it is pitch black, with the stars overhead.
The adventurers go across the marble land bridge again, to the Isle of Flint proper.
What looked like sand dunes full of junk earlier now appear more like scattered barracks. Or bunkers. While they might be full of dangers, at least you wouldn't be camping out on the ground.
Khayal leads the party unerringly South in the dark.
Yazi |
Ah! Okies.
Fortitude: 1d20 + 9 ⇒ (19) + 9 = 28
Fortitude: 1d20 + 9 ⇒ (14) + 9 = 23
Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
Yazi was in rather high spirits after meeting Artel, the smothering environment not really getting to her.
Khayal Bin Haleen |
fortitude: 1d20 + 7 ⇒ (12) + 7 = 19
fortitude: 1d20 + 7 ⇒ (14) + 7 = 21
fortitude: 1d20 + 7 ⇒ (7) + 7 = 14
Khayal succumbs to the heat near the end of the tunnel.
His brows once wet with sweat are now dry in the heat. He honestly looks quite aweful. And to make matters worse he seems to be leading in the wrong direction.
Hajar nar Jundi |
34 posts!
Fort: 1d20 + 13 ⇒ (6) + 13 = 19
Reflex 1: 1d20 + 10 ⇒ (6) + 10 = 16
Reflex 2: 1d20 + 10 ⇒ (16) + 10 = 26
Reflex 3: 1d20 + 10 ⇒ (8) + 10 = 18
Hajar listens intently as Yazi and his brother barter with the Azer for...weapons?
Do we not already possess weapons? he inquires as they once again brave deadly conditions to exit the forge. Hajar says this as he prays for healing magic for his brother. CSW: 3d8 + 6 ⇒ (8, 8, 4) + 6 = 26
I thought this Smith would give us some knowledge of how to undo what those fools at the One Source have done. Or point us in the direction of the exit..
It's obvious that Hajar doesn't really want to waste time traipsing about gathering crystals.
Fortitude Dc18: 1d20 + 13 ⇒ (11) + 13 = 24
Fortitude Dc19: 1d20 + 13 ⇒ (18) + 13 = 31
Fortitude DC 20: 1d20 + 13 ⇒ (20) + 13 = 33
Hajar is in foul spirits, and the oppresive heat of the volcano doesn't seem to bother him nearly as much as the massive waste of time that was this entire trip to speak with the Azer.
As the party gathers he channels the healing power of Sarenrae to banish at least some of their fatigue
Channel: 3d6 ⇒ (4, 5, 4) = 13 should take care of the nonlethal for sure
Rayhan Xohbadi |
Rayhan follows, struggling in the terrible conditions
Fort DC18: 1d20 + 5 ⇒ (17) + 5 = 22
Fort DC19: 1d20 + 5 ⇒ (1) + 5 = 6
Fort DC20: 1d20 + 5 ⇒ (8) + 5 = 13
Rayhan is near collapse after an hour of the heat.
Nasir al' Shahaadi |
Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Fort: 1d20 + 3 ⇒ (20) + 3 = 23
2 non lethal,
The respite from the worst of the heat allows Nasir to tolerate their exit, relatively unaffected. Grinning as they return, she listens to the tale of the great Azer smith, committing the details to memory.
Yazi |
"Sunshine, he's a smith, he smiths things. And yes, we have weapons," Yazi flatly responds to the Paladin, "but he has weapons specifically made for killing the guy we're going up against. Miiiiiiiiiiiiiight come in handy."
Khayal Bin Haleen |
Khayal looks significantly better, if still a bit burnt 20 damage after his brother's healing. Hajar' words seemed to bite though. Khayal had let himself become distracted. The best thing he could do now is figure out we're this spire is and now that he is no longer delirious from heat exhaustion Khayal is set on getting his friends to the spire. survival: 1d20 + 8 ⇒ (6) + 8 = 14 Perhaps a little help from his friends?
Bartan Harrowborn |
Fort dc 18: 1d20 + 7 ⇒ (16) + 7 = 23
Fort dc 19: 1d20 + 7 ⇒ (17) + 7 = 24
Fort dc 20: 1d20 + 7 ⇒ (19) + 7 = 26
Wow!
Nasir al' Shahaadi |
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"She's right. A weapon specifically forged to destroy him, by someone of great power who utterly hates him, that is not something to be over estimated. We'll need every advantage we can get." Nasir says calmly.
GM_Pace |
After emerging from the mile-and-a-half tunnel back into the (relatively) cooler air of the outside, you see that it is pitch black, with the stars overhead.
The adventurers go across the marble land bridge again, to the Isle of Flint proper.
(Everybody wants to go North on the island in the dark?)
Hajar nar Jundi |
Our faith and strength of arms is all we need. Every moment we spend here chasing grumpkins and snarks for this Azer is another moment Jhavhul wreaks havoc upon our friends. he looks at Khayal And loved ones in Katapesh.
All for continuing. However, if its night time we might have some difficulties finding whatever it is we are looking for.
Hajar nar Jundi |
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Hajar gives Yazi's several axes and various weapons a look.
Yazi |
"EXACTLY!" she happily agrees with what she assumes Hajar is implying, which is probably not what he's thinking. "All of these are good at killing specific things, and Mr. Painter has an axe specifically made to kill an evil wish granting fire genie overlord. You wanna kill powerful magic stuff? You need powerful magic stuff."
GM_Pace |
So our adventurers, going in the dark under the demiplane's starry sky, make their way North.
The hazards, seen by Yazi, make sense now that you know what the Isle of Flint was meant to be. A battleground. A hazard zone. Pieces of siege engines, shield constructs, golems, and shattered armor and weapons litter the ground. Most are so scattered to be less than worthless unless you had the time to pile up several dozen pounds of material to melt down and re-craft.
As you make your way North, the silence is shattered by the ground trembling, followed by a massive -BBOOOOOOOOM!- from the Northeast.
Several of the ruins you pass by don't have pieces missing at random. Long pieces of metal were targeted, then dragged away in the sandy flint soil.
The golems found specifically have legs or arms missing. Not so much heads or torsos.
That sound, and the ground shaking, came from the Northeast, where you are walking towards. There was a flash of light just a second before the ground started trembling, and the sound was after that.
Afterwards, on the wind, is more of that smoky-metal smell.
Khayal Bin Haleen |
survival: 1d30 + 8 ⇒ (19) + 8 = 27
perception aid another: 1d20 + 9 ⇒ (6) + 9 = 15
It seems that the golems legs and arms have been targeted. We should keep that in mind if we end up facing some. Perhaps those are their weak spots.