Legends of Katapesh - Legacy of Fire

Game Master justaworm

Date: Arodus 26th
In the bowels of Bayt Al-bazan
Ymeri's breath found.
Shazzathared and Iavesk friendly.
Karambagya friendly, as much as his sworn service will allow.
3 days to recover Impossible Eye before the Vizier orders party's death
Aliya friendly, currently with party

Loot Spreadsheet: Link
Xotani Tales: Tale 1, Tale 2, Tale 3,
Jahavhul Tales:Argbadh's Tale, Shazzathared's Tale,
Impossible Eye lore: Post
Wish Spell usage: Shazz post

Player Files: Maps and art


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Scarab Sages

Justaworm:
If the source of the will save is evil I may get an additional +3 (have a cloak of resistance +1 already, so only additional +3) to my save due to greater angelic aspect still being active. I am also fine with keeping things as they are if it is easier and you just want to continue as things stand (if the +3 is enough to make a difference).

Silver Crusade

Bahir Only:

Dang Angelic Aspect, haha.

Ok, you would have passed, but retconning your stunning isn't going to do much. What we will do is have you come out of the stun just before your turn so in effect you will just be staggered like everyone else but the flavor is still there.

+18 Will Bonus, right?


Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

Efreat freezes once the waves of lust come over him. Seeing the dancers and musicians in various states of undress, he smiles "My...what wonderful delights one might find.....Perhaps we can stay......Uggggahhhrrr!" Efreat sees his companions succumbing as well, "Do not forget what we are here for! We must not dally with pleasures here and now!"
know(planes) and (arcana) to see what I can do to end this1d20 + 23 ⇒ (6) + 23 = 291d20 + 17 ⇒ (17) + 17 = 34

Silver Crusade

Now realizing that this is a haunt, you all realize that Hazreem's advice to deal positive energy to it is sound as it is likely the only way the haunt can be subdued.

Also, some haunts trigger their effects only once while others can remain persistent as long as there are living targets in the area to unleash their torment.

K(Arcana) DC 15:
Dispel Magic can aid in dispelling specific effects that a haunt can produce but it cannot usually subvert the haunt itself.
---

K(Religion) DC 15:
  • Dealing positive energy to a haunt can temporarily suppress it, however most haunts will also resume after some time.
  • Other than channeling, cure spells and others that focus positive energy can also damage a haunt. The caster just needs to focus and reach out to the general haunted area.The haunt does have an AC for these purposes.
  • Specific actions must be taken to permanently destroy a haunt, and those actions are unique to the haunt. Many times some physical action needs to be taken to put the restless spirits at ease.
    ---
  • Efreat, you still have an action that you can take if you would like


    Rogue Abilities:
    Trapsense, Trapfinding, Imp. Uncanny Dodge, Imp. Evasion || Finesse, Ledge-walker, Resiliency, Surprise Attack, Befuddling Strike, Offensive Defense
    Halfling Rogue 14 | HP -42/123 | AC/T/F 24/19/19 (+4 v. traps) | Saves FRW +9/+18/+8 (+5 v.Fear) | Percep +26 | Stealth +24 | Init +9 Spd.20 | CMB+14; CMD+24 | SQ: Res. Fire 10 (ring)

    "See, you guys, I told you I...heard...somethi---", Pae trails off as he is distracted by the smells of rich food and satisfyingly sweet smoke.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Knowledge:Arcana: 1d20 + 8 ⇒ (10) + 8 = 18
    Knowledge:Religion: 1d20 + 15 ⇒ (15) + 15 = 30

    Silver Crusade

    Round 1 Conclusion
    Hazreem shouts a word of warning to Mah'ysa that they need to deal positive energy and then lashes out at Bahir, trying to shake the paladin from his temporary seeming paralysis. His airy fist just misses the paladin as Bahir's stunned body nearly falls to the ground.

    Efreat stands motionless, nearly succumbing to the power emotions filling the room.

    Silver Crusade

    === Round 2a ===

    Pae temporarily freezes up as his senses are overloaded with ecstasy as looks around with amazement of the scene unfolding before him.

    Meanwhile, Mah'ysa heads Hazreem's call and floods the room with positive energy (channel for 21 damage). As Mah'ysa does this, the ghostly inhabitants all turn and glare at the cleric, smiles momentarily turned to looks of murder. Just as quickly though, the merriment resumes.

    Bahir, most affected by what he sees and feels around him, momentarily drops his things as the concentration of emotion seizes his arm. His devotion to Sarenrae and Mah'ysa quickly takes over though and he recovers his senses.

    Bahir is up now and able to act, though is staggered.


    Bahir (gm pc), swiftly reaches to the ground and readies his sword and shield.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "It is... this thing is some kind of Haunt!" Mah'ysa said.
    "Dispelling or Healing can hurt or suppress it for a while, but to lay it to rest needs some specific action!"

    Silver Crusade

    Everyone hears the same gentle, alluring whispers in their heads, "Come, dance with us. Join ussss. Yessss." The ghostly figures continue about their merriment, dancing and playing about the room.

    GM rolls:

    target: 1d5 ⇒ 4 vs Hazreem
    Hzreem Will: 1d20 + 17 ⇒ (10) + 17 = 27

    All of the sudden, a small urge to laugh at the situation starts bubbling up within Hazreem. That small urge quickly swells within him, threatening to consume him. Before it does, however, Hazreem is able to shake it off.

    The staggered condition wears off from everyone.

    Initiative:
    Pae (96/115) - [19 darnoc touch dmg]
    Mah'ysa (94/102) + Spooky 15/15
    Bahir (119/152) - [1 darnoc touch dmg]
    ---
    Haunt
    ---
    Hazreem (138/142)
    Efreat (111/111)

    === Round 2b ===
    Hazreem and Efreat can act to finish out Round 2.
    Pae, Mah'ysa and Bahir can act to start out Round 3.


    Rogue Abilities:
    Trapsense, Trapfinding, Imp. Uncanny Dodge, Imp. Evasion || Finesse, Ledge-walker, Resiliency, Surprise Attack, Befuddling Strike, Offensive Defense
    Halfling Rogue 14 | HP -42/123 | AC/T/F 24/19/19 (+4 v. traps) | Saves FRW +9/+18/+8 (+5 v.Fear) | Percep +26 | Stealth +24 | Init +9 Spd.20 | CMB+14; CMD+24 | SQ: Res. Fire 10 (ring)

    Pae shudders. "A haunt, Mah'ysa? I'm not sure I know what that is, but I don't think I'll be much help. I'll go watch the door," he says as he quietly exits the room.


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    "Don't worry Pae, I have little that can effect a haunt. I can try to counter the effects of such though." Hazreem replies.

    Delay.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Sorry! Forgot to include this in the Channel...
    Sun's Blessing (Su) +12 to channel damage vs. undead and they don't get channel resistance.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Mah'ysa sang a hymnal and sacrificed a Holy Smite to cast a Cure Critical Wounds, dealing 4d8 + 12 ⇒ (8, 5, 5, 5) + 12 = 35 to harm undead.
    She focused and cast into the area.
    Touch Attack: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    Efreat sighs, "I don't believe I can be of much help either. It takes positive energy to stop it. I can only dispel an effect it creates. I will wait with Pae."

    Scarab Sages

    The paladin raises his own holy symbol and joins Mah'ysa in bathing the room in the Dawnflower's radiance.

    Channel Positive Energy: 6d6 ⇒ (3, 2, 6, 6, 2, 1) = 20

    Not sure whether he needs to channel or can use just lay hands on. Both have the same effect but lay hands on is a touch attack and uses only one charge versus area effect and two charges.

    Silver Crusade

    Bahir, it is your call. You can lay on hands or cast touch spells against the haunt in general, essentially focusing positive energy to attempt to damage it. This would be a melee touch attack vs. AC 10. You could also make a touch attack against the focus of the haunt if you know what it is, but mechanically it isn't any different.

    Also, mechanically, a haunt doesn't get a reflex save for 1/2 vs. channel. So, the trade off is the 1 less lay on hands use with the chance to roll a 1 to hit vs. auto-damage with a channel that costs 2 lay on hands.

    Scarab Sages

    I'll attempt the roll: 1d20 ⇒ 19 That's a hit, so only one charge used.

    Hope you all had a Happy Thanksgiving and went into food comas :)

    Silver Crusade

    Efreat and Pae, knowing they cannot do much to this threat back away from it in hopes of also not being affected [withdraw back to the curtain]. While Hazreem, Bahir, and Mah’ysa stay near the fountain to quiet the spirits of the former harem. Mah’ysa and Bahir both focus a powerful blast of positive healing energy at the haunt, and as they do the spirits howl in agony and then fade away completely from the chamber.

    As the haunt dissipates, the room returns to the quiet, dark version of it that you encountered when you first entered in. The pool still radiates magic and evil, and now that you are close to it you can tell that it is likely very hot. There are a number of alcoves that can be checked out, some extend far enough back that you can't quite see into them. There is also one larger chamber with a closed brass door.

    You do know also that there is a high chance that you haven't permanently quelled the haunt as well. Usually some kind of deed, commonly somehow tied into the manner of the restless spirits, must be performed. Perhaps closer study of the area would reveal something ...

    Map link

    Current Status:

    Date: Arodus 26th

    Hit Points (Remaining/Max):
    ----------
    PCs:
    Pae (96/115) - [19 darnoc touch dmg]
    Mah'ysa (94/102)
    Bahir (119/152) - [1 darnoc touch dmg]
    Hazreem (138/142)
    Efreat (111/111)
    NPCs:
    Spooky 15/15

    ACs
    Mah'ysa- Curr: 23/T17/F18; 24/T18/F18 (haste); 23/T17/F18 (base); 27/T21/F18 (tot def);
    Bahir- 31/T14/F30 (Gtr AA, +4 def); 36/T19/F34 (haste, smite); 31/14/27 (defensive, enlarged, haste); 29/12/27 (enlarged, haste); 30/T13/F28 (haste); 29/T12/F28 (base); 35/T18/F34 (smite); GAA: (+4 / +3) saves
    Hazreem- Curr: AC 21/17/17 (air ele); 24/20/19 (air ele, haste, defensive); 22/18/17 (air ele, haste); 21/T12/F19 (base); 21/17/17 [large air elemental - AC: 21 (+4 dex, +4 natural, +2 deflection, +2 amulet, -1 size) Touch 17; FF 17]
    Paellat- Curr: 22/T17/F17 (base, +4 vs traps) ; 21/T17/F17 (no ring); 22/T18/F17 (no ring, haste); 23/18/17 (haste); 22/T17/F17 (base, +4 vs traps)
    Efreat- Curr: 22/19/19 (MA); 22/19/19 (MA); 23/20/19 (MA, haste); 25/T18/F21 (MA, Shield, haste); 18/15/15 (base)
    Spooky- Curr: 15/15/12 () 16/16/12 (haste);15/T15/F12
    NPCs:

    Conditions in effect:
    ----------

      Efreat:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Mage Armor - 11/13 hours remain
    • Overland Flight - 11/13 hours remain
    • See Invisibility - 0 /130 min remain
    • FR20 (bloodline)
    • Mirror Image 2 / 13 min (6 images)

      Mah’ysa:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Endure Elements - 22/24 hours remain

      Bahir:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Endure Elements - 22/24 hours remain
    • Resistance 10 (Ring of minor fire resistance 10, Endure Elements)
    • Weapon of Awe - ~1 / 13 min [+2 dmg, shaken 1 rnd on crit (will neg.)]
    • Gtr. Angelic Aspect - ~1 / 13 min
    • Divine Bond (Holy, Keen) - ~1 / 13 min
    • Resist Energy (Fire) - not cast
    • Prot. from Energy (Fire) - not cast
    • Stoneskin (DR 10/adamantine) - not cast

      Hazreem:
    • Wildshaped;
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Resist Energy 30 (Fire) - 0/130 min remain
    • Prot. from Energy (Fire) 82 / 120 pts - 118 / 130 min
    • Freedom of Movement - 118 / 130 min
    • Heat Shimmer - Blur

      Paellat:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Resist Energy 30 (Fire) - 0/130 min remain
    • Endure Elements - 24/24 hours remain

    Ability & Item Uses (current day)
    ----------
    Pae: Bag of Tricks[Max 10/wk;2/day]: 1 uses today; 8 uses this week (6th day)
    Pae: Slipper of Spiderclimb (exhausted for today)
    Hazreem: Wildshape 1, Heat Shimmer 3
    Bahir: Smite Evil 2, Divine Bond 2, Lay on Hands 8 (1 channel),
    Mah’ysa: Channel 4
    Efreat: Wand of MM 5 charges

    Spells Cast
    Efreat (cast): Mage Armor, Overland Flight, Persistent Image, See Invisibility, Dispel Magic, Quickened Mirror Image, Cone of Cold, Cone of Cold, Shocking Grasp, Cone of Cold, Dispel magic, Dispel magic, Dispel magic, Dispel Magic, Dispel Magic, Magic Missile, Magic Missile, Quickened Magic Missile, Magic Missile, Quickened Magic Missile, Magic Missile, Dispel Magic (4th slot), Disintegrate,
    Mah'ysa (cast): Endure Elements x2, Calm Emotions, Dispel magic, Wall of Stone, Blessing of Fervor, Blinding Light, Holy Smite (Cure Critical), Spiritual Ally, Dispel Evil (Cure Critical Wounds), Bless, Searing Light, Holy Smite (Cure Critical)
    Bahir (cast): Endure Elements, Angelic Aspect, Lay on Hands, Weapon of Awe, Gtr. Angelic Aspect
    Hazreem (cast): Gtr. Dispel Magic, Quench, Resist Energy, Frostbite, Prot. from Energy, Freedom of Movement, Sunbeam, Endure Elements
    Iavesk (cast):
    Shazz (cast): Break Enchantment x3, Cure Moderate x4, Cure Serious x3

    Environment Effects:

    • Bayt Al'Bazan: Fire spells - Maximized, Enlarged; Water Spells - require Spellcraft DC=(20+Spell Level) to cast.
    • Very hot temperature (needs endure elements or more to not be fatigued); structure made from living brass (molten form causes negative levels when touched); made for giants - high ceilings and furniture, large furniture, etc.; Bright illumination in most rooms;

    ---


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    Hazreem hovers over the pool eying it for any further threats. "We don't have much time before the restless spirits return. We need to find out how to quell them for good." He then flies around the pool looking for any additional clues.

    Perception: 1d20 + 22 ⇒ (12) + 22 = 34


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    "Or we get what we need and leave this place. Is there anything worth taking?"


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "What was this? What happened here so long ago...?" Wondered Mah'ysa aloud.

    Mah'ysa prayed to Sarenrae for guidence...
    (Touch of Good, +6)
    Knowledge:Religion: 1d20 + 15 + 6 ⇒ (2) + 15 + 6 = 23
    then proceeded to investigate the chamber, looking for clues as to the nature of the haunt, and what might lay it to rest.
    Perception: 1d20 + 14 + 6 ⇒ (10) + 14 + 6 = 30

    Silver Crusade

    Hazreem inspects the pool more deeply and notices that it is surely scalding liquid of some sort. The heat source isn't apparent and so it is either hidden or the pool is magically kept heated. Looking more closely into the pool, the druid notices what look to be bone spread out at the bottom.

    Mah'ysa, meanwhile, seeks Sarenrae's guidance in looking for answers.

    Mah'ysa:
    You get the distinct sense that what you saw unfold before you was a look into the past and how opulent, lavish, and debased the palace was in its heyday. You believe that the spirits long to relive that existence.

    There does not look to be anything left of interest in the alcoves that are visible. Whatever wealth existed has long been removed from this place. There are several areas to continue to explore.

    Looking at the map, you have

    • Visible door to a chamber just to your north
    • Large alcove area to the northeast
    • Large alcove area to the southeast


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    "There is something at the bottom of this pool...some kind of bone." Hazreem says, "This water is scalding hot, though my magic should protect me I don't know if entering the pool will trigger the haunt again. Mah'ysa what do you think?"


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Mah'ysa looks around dreamily, her hands pointing out things unseen.
    "... Opulence... the lavishness... the debased... miss it so much... hungry for more..." She muttered aloud.
    She shook her head as her eyes cleared.
    "Their need is... intense. They want so much to relive their glorious heyday."

    Looking at Hazreem, Mah'ysa motioned for him to go ahead.
    "I am almost positive they're gone for the moment. I don't believe they will be back for at least 24 hours."


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    "Very good Mah'ysa." Hazreem replies, taking a deep breath. "I won't be long." He adds as he slips into the scalding water relying upon his magical protections to protect him while underwater.

    He has both Protection from Fire and Freedom of Movement active so no Swim check needed.

    Silver Crusade

    The pool area varies in depth, and Hazreem can tell that someone without fire protection would find this very painful. He can tell that there doesn't seem to be any other significant hazard with the pool, at least not where he is at now. It looks to be no more than 5-6 feet deep in places and is generally about 3 feet deep. Hazreem does wonder how long his Protection from Fire will hold out given the intense heat.

    Fire dmg: 1d6 ⇒ 6 remove from Protection from Fire

    Hazreem, you think that without full fire resistance your protection from fire will quickly deplete, especially if you submerse yourself.


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    "This water will destroy my magical protection. Can you provide me with another spell?" Hazreem asks the others.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Mah'ysa approached Hazreem and cast Resist Energy (Fire) 30.


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    Hazreem nods in thanks and proceeds to dive into the pool, heading towards the bone at the bottom of the pool.

    Silver Crusade

    It takes about 5 minutes of focused, dedicated bone collecting to get what appear to be all of the fragments from the pool. Hazreem had to fully immerse twice for a deeper dive to collect 2 larger pieces.

    full immersion 1 rnd: 10d6 ⇒ (6, 1, 5, 3, 1, 6, 6, 4, 2, 2) = 36 30 removed from FR, 6 from Prot from Fire
    full immersion 1 rnd: 10d6 ⇒ (1, 6, 5, 5, 6, 3, 1, 1, 4, 6) = 38 30 removed from FR, 8 from Prot from Fire

    Hazreem's current Protection from Fire balance is down to 62 pts.
    A number of other conditions have expired from everyone now too; basically everything with less than 5 minutes left from the CUrrent Status (link) I last posted above.

    All of the bone fragments appear to be collected from the pool.

    Silver Crusade

    Elemental Hazreem gets out of the boiling, sulfuric water with all of the fragments he is able to collect. The group scans around the pool and doesn't notice any more bone around.

    What will the group do next?

    This is where some the newer occult classes would shine, I think


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    Hazreem glances at Mah'ysa with a questioning look as he examines the bone fragments. Knowledge Nature: 1d20 + 16 ⇒ (9) + 16 = 25 Not sure if this is a Nature check...I might need some help here.


    Rogue Abilities:
    Trapsense, Trapfinding, Imp. Uncanny Dodge, Imp. Evasion || Finesse, Ledge-walker, Resiliency, Surprise Attack, Befuddling Strike, Offensive Defense
    Halfling Rogue 14 | HP -42/123 | AC/T/F 24/19/19 (+4 v. traps) | Saves FRW +9/+18/+8 (+5 v.Fear) | Percep +26 | Stealth +24 | Init +9 Spd.20 | CMB+14; CMD+24 | SQ: Res. Fire 10 (ring)

    If it's possible to take a peak into the alcove to the southeast without taking a dip in the scalding pool, Pae would venture a look there.

    Silver Crusade

    Mah'ysa, Bahir:
    Haunts, while understood in the general sense, often have very unique means to quell the restless spirits permanently. Generally, experimentation, unique knowledge, communication with the restless dead, or some other source of insight is what it will take to figure out what to do here.

    Given that you really trying to figure this situation out, either of you can go ahead and make a Knowledge Religion check if you think you are out of other options.
    ---

    Hazreem, Efreat:
    Haunts are unnatural areas where the dead have not moved on to Pharasma for some reason. In your past late-campfire, tactical discussions with Bahir and Mah'ysa regarding undead, you recall that usually something specific and unique to the restless spirits needs to happen to usher them forward into the afterlife. Apart from any specific insight, experimentation is usually needed.
    ---

    Pae:
    Pae, peeking into the southeast alcove, you see it opening up into a much larger area. It is definitely more than just a simple alcove.
    ---
    I will refresh the map when I get a chance.


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    "Haunts are unnatural areas where the dead have not moved on to Pharasma for some reason. If I recall correctly, that usually means something specific and unique to the restless spirits needs to happen to usher them forward into the afterlife. The bones may have something to do with it. I don't see how this would relate to what we are seeking though. Perhaps we should just move on?"


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Aid another for Hazreem, studying the bones.
    Knowledge:Nature: 1d20 + 3 ⇒ (20) + 3 = 23

    Wondering about the haunts...
    "If only I could communicate with them..."
    Knowledge:Religion: 1d20 + 15 ⇒ (3) + 15 = 18

    Silver Crusade

    Map Update

    Current Status:

    Date: Arodus 26th

    Hit Points (Remaining/Max):
    ----------
    PCs:
    Pae (96/115) - [19 darnoc touch dmg]
    Mah'ysa (94/102)
    Bahir (119/152) - [1 darnoc touch dmg]
    Hazreem (138/142)
    Efreat (111/111)
    NPCs:
    Spooky 15/15

    ACs
    Mah'ysa- Curr: 23/T17/F18; 24/T18/F18 (haste); 23/T17/F18 (base); 27/T21/F18 (tot def);
    Bahir- 31/T14/F30 (Gtr AA, +4 def); 36/T19/F34 (haste, smite); 31/14/27 (defensive, enlarged, haste); 29/12/27 (enlarged, haste); 30/T13/F28 (haste); 29/T12/F28 (base); 35/T18/F34 (smite); GAA: (+4 / +3) saves
    Hazreem- Curr: AC 21/17/17 (air ele); 24/20/19 (air ele, haste, defensive); 22/18/17 (air ele, haste); 21/T12/F19 (base); 21/17/17 [large air elemental - AC: 21 (+4 dex, +4 natural, +2 deflection, +2 amulet, -1 size) Touch 17; FF 17]
    Paellat- Curr: 22/T17/F17 (base, +4 vs traps) ; 21/T17/F17 (no ring); 22/T18/F17 (no ring, haste); 23/18/17 (haste); 22/T17/F17 (base, +4 vs traps)
    Efreat- Curr: 22/19/19 (MA); 22/19/19 (MA); 23/20/19 (MA, haste); 25/T18/F21 (MA, Shield, haste); 18/15/15 (base)
    Spooky- Curr: 15/15/12 () 16/16/12 (haste);15/T15/F12
    NPCs:

    Conditions in effect:
    ----------

      Efreat:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Mage Armor - 11/13 hours remain
    • Overland Flight - 11/13 hours remain
    • See Invisibility - 0 /130 min remain
    • FR20 (bloodline)
    • Mirror Image 2 / 13 min (6 images)

      Mah’ysa:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Endure Elements - 22/24 hours remain

      Bahir:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Endure Elements - 22/24 hours remain
    • Resistance 10 (Ring of minor fire resistance 10, Endure Elements)
    • Weapon of Awe - ~1 / 13 min [+2 dmg, shaken 1 rnd on crit (will neg.)]
    • Gtr. Angelic Aspect - ~1 / 13 min
    • Divine Bond (Holy, Keen) - ~1 / 13 min
    • Resist Energy (Fire) - not cast
    • Prot. from Energy (Fire) - not cast
    • Stoneskin (DR 10/adamantine) - not cast

      Hazreem:
    • Wildshaped;
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Resist Energy 30 (Fire) - 130/130 min remain
    • Prot. from Energy (Fire) 62/ 120 pts - 118 / 130 min
    • Freedom of Movement - 118 / 130 min
    • Heat Shimmer - Blur

      Paellat:
    • Bless - ~1 / 13 min (+1 Attk, save vs fear)
    • Resist Energy 30 (Fire) - 0/130 min remain
    • Endure Elements - 24/24 hours remain

    Ability & Item Uses (current day)
    ----------
    Pae: Bag of Tricks[Max 10/wk;2/day]: 1 uses today; 8 uses this week (6th day)
    Pae: Slipper of Spiderclimb (exhausted for today)
    Hazreem: Wildshape 1, Heat Shimmer 3
    Bahir: Smite Evil 2, Divine Bond 2, Lay on Hands 8 (1 channel),
    Mah’ysa: Channel 4
    Efreat: Wand of MM 5 charges

    Spells Cast
    Efreat (cast): Mage Armor, Overland Flight, Persistent Image, See Invisibility, Dispel Magic, Quickened Mirror Image, Cone of Cold, Cone of Cold, Shocking Grasp, Cone of Cold, Dispel magic, Dispel magic, Dispel magic, Dispel Magic, Dispel Magic, Magic Missile, Magic Missile, Quickened Magic Missile, Magic Missile, Quickened Magic Missile, Magic Missile, Dispel Magic (4th slot), Disintegrate,
    Mah'ysa (cast): Endure Elements x2, Calm Emotions, Dispel magic, Wall of Stone, Blessing of Fervor, Blinding Light, Holy Smite (Cure Critical), Spiritual Ally, Dispel Evil (Cure Critical Wounds), Bless, Searing Light, Holy Smite (Cure Critical), Resist Energy
    Bahir (cast): Endure Elements, Angelic Aspect, Lay on Hands, Weapon of Awe, Gtr. Angelic Aspect
    Hazreem (cast): Gtr. Dispel Magic, Quench, Resist Energy, Frostbite, Prot. from Energy, Freedom of Movement, Sunbeam, Endure Elements
    Iavesk (cast):
    Shazz (cast): Break Enchantment x3, Cure Moderate x4, Cure Serious x3

    Environment Effects:

    • Bayt Al'Bazan: Fire spells - Maximized, Enlarged; Water Spells - require Spellcraft DC=(20+Spell Level) to cast.
    • Very hot temperature (needs endure elements or more to not be fatigued); structure made from living brass (molten form causes negative levels when touched); made for giants - high ceilings and furniture, large furniture, etc.; Bright illumination in most rooms;

    ---

    Enemy Summary::

    Haunt - 88 dmg done

    Mah'ysa silently meditates on the matter, but isn't able to gain any extra clarity on the situation.


    Bahir K(Religion): 1d20 + 17 ⇒ (4) + 17 = 21

    The spirit of Vardishal silently urges Bahir "... Bonessss ... rest"

    Bahir speaks up, "Mah'ysa, it seems Vardishal has urged me to put these bones to rest in some manner. Any thoughts, guys?


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    Hazreem ponders the situation for a moment. "If the bones need to be laid to rest, then we need to find it." He waves his arm at the unexplored alcoves, "Let's continue our search and take the bones with us." He then hovers behind Pae as the halfling begins to head towards the southeast alcove.


    Rogue Abilities:
    Trapsense, Trapfinding, Imp. Uncanny Dodge, Imp. Evasion || Finesse, Ledge-walker, Resiliency, Surprise Attack, Befuddling Strike, Offensive Defense
    Halfling Rogue 14 | HP -42/123 | AC/T/F 24/19/19 (+4 v. traps) | Saves FRW +9/+18/+8 (+5 v.Fear) | Percep +26 | Stealth +24 | Init +9 Spd.20 | CMB+14; CMD+24 | SQ: Res. Fire 10 (ring)

    "There's another large room this way. Maybe we can find some answers in there."

    Silver Crusade

    Remember these are 10' squares. I left your icons larger for convenience.

    Not wanting to risk trying to jump the 15 ft. to the other side, Pae leads Bahir and Mah'ysa around the pool, through the crimson curtain, and into the southeast room. Hazreem easily flies over the pool with no issue.Efreat. I didn't want to assume you were going to immediately follow. Feel free to position yourself.

    As you go by the opening to the northeast alcove, you don't get much better of a peak inside. It is actually quite dark this far into the harem chamber at this point as well. Once some light is created (I'll assume someone will cast light), the group peers deeper into the southeast room.

    What you see wrote:
    All about this large chamber there are dozens of luxurious beds adorned fine silk thread, personal chandeliers, small art objects, and other fancy décor. This almost certainly served as the main sleeping quarters for the Al-Bazan harem. Peaking off to the right of the entrance, you notice what look to likely be privies.

    Silver Crusade

    Here's the Map Link

    Played with the map presentation so I could zoom into this one room, keeping the character size right but also still let you see where you are overall


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Mah'ysa called on the living light of Saranrae and shone forth her Nimbus of Light as she entered the room.
    "This is... quite a luxurious site for a harem." She commented as she looked around for clues.


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    Hazreem nods wordlessly in reply as he slowly hovers towards the privvys making sure nothing lurked therein before turning his attention to the rest of the harem.

    Take 10 on Perception for total of 32.

    Silver Crusade

    Hazreem hovers over to the privies and doesn't notice anything out of the ordinary. He sees simple toilet-like fixtures and one stall with a pipe on the ceiling leading to a large metal bowl with many holes in it. There are no personal effects or items around.

    As he hovers back over to the group, make a Perception check if you are in the room or near the entrance. (Will give everyone a chance catch up here)

    Perception 25 (if you are through/near the doorway):
    You hear ultra faint whispers in the chamber, "Master! What are you?", a pleasant, but concerned female voice asks...
    <Raging inhuman growling>
    <Screams of violence>
    ---


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Perception: 1d20 + 14 ⇒ (8) + 14 = 22


    Rogue Abilities:
    Trapsense, Trapfinding, Imp. Uncanny Dodge, Imp. Evasion || Finesse, Ledge-walker, Resiliency, Surprise Attack, Befuddling Strike, Offensive Defense
    Halfling Rogue 14 | HP -42/123 | AC/T/F 24/19/19 (+4 v. traps) | Saves FRW +9/+18/+8 (+5 v.Fear) | Percep +26 | Stealth +24 | Init +9 Spd.20 | CMB+14; CMD+24 | SQ: Res. Fire 10 (ring)

    Perception: 1d20 + 24 ⇒ (9) + 24 = 33

    "Well, if we're looking for clues about a haunt, I'd say this is the place." <shudders>


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects Male Human (Desert) Druid 15 HP 160/160 + 1d8+7 temp hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 6/7 |Rod x2 6/6

    "I agree with you Pae. We should see if any further clues are here." Hazreem adds as he flies deeper into the sleeping chamber.

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