Sheik Voodoo's Katapesh Nights (Inactive)

Game Master voodoo chili

From the City of Bazaars to the City of Brass.
Kelmarane.


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The crystals are certainly of interest and appear as hard as iron. The rock around them has to be shattered to free them. After you collect them, you gaze out over the island from your high vantage point and see the tall volcano across the shattered lands where the master smith is said to dwell.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

"SOooo, I guess we'd better be on our way then? When we get to the border of the anti-magic zone, if the swarm is still there, I will need someone to distract it while I cast Rope-Trick outside of the zone. We can hide in there until morning and I can memorize some area effect spells to take care of the swarm."


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira nods.
I can probably outrun it, or at least lead it around the periphery of the anti magic zone until you can complete your spell.

The other option is for two of us, say me and Varkata to go to where the swarm is. At the same time, you and Amir can go a few hundred paces, far enough away that if cannot reach you before you finish your spell, and then step out while the swarm is waiting and watching Varkata and me.

----
Is there anything else of note that we can see from the top of the tower? Other than where the smith appears to have set up his shop?


Kzrira Maiwith wrote:
Is there anything else of note that we can see from the top of the tower? Other than where the smith appears to have set up his shop?

Actually, revision as it is night... the volcano is a dim red glow that attracts your eyes. A fountain of glowing spray is occasionally spotted from its mouth. You make your way down carefully with the dagger-sized crystals and exit the field unseen some distance from where the swarm is lurking. Karethas' spell goes off fine (if he's not touching the shards) and you rest the night uninterrupted.

In the morning, Gen reappears and shivers as she recalls your recent harrowing experiences. "That place was so awful, Master. Let us not go there ever again. This whole island is awful. Can we not just fly back to the ship and leave?"


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Were that it so. We hope that by taking this risk we make the act of our escape that much easier. This has been a trying task already but I am hopeful that now back to our full abilities and tools we will have a less awful time... Amir takes the chance to examine his skin and winces at the decay and rot of the ghast's foul gift. Looking to Varkata, After a rest might you have a means to aid me further? IT is a burden and depletes your power, I know, but the sensation is...unpleasant.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira looks at Amir's rather unnaturally malformed skin and winces inwardly.

Ouch, that does not look good. If Varkata or Karethas can do something for you, I think that would definitely be wise.

When the group is ready, the archer peers down from the sleeping space Karethas created to see what lies below.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29 <-- specifically looking to see if there is any razor swarms about

Considering the volcano, I imagine that we might meet less then friendly creatures who enjoy playing with fire. So if either of you magic types have the ability to protect us from flames, that could be useful.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Once safely in the rope-window, Varkata releases more healing energies to restore her companions.

Channel (pre-sleep): 4d6 ⇒ (6, 5, 6, 1) = 18
Channel (pre-sleep): 4d6 ⇒ (3, 5, 1, 6) = 15

Varkata nods, "I would be pleased to restore the damage wracked by the disease...."

Since non-lesser only fully heals 1 attribute and you took hits to 2, and because you'll heal some overnight...

She wakes, then offers her morning prayers to the Accidental God then chuckles wryly, "I can't fix how old age may have slowed you down, though."

Restoration (Lesser - Con): 1d4 ⇒ 4
Restoration (Lesser - Dex): 1d4 ⇒ 4

Healing done, she smiles as Amir's flesh takes on a much more normal pallor, then chuckles again, "I don't mind using my magic this way... though, hopefully, we won't need it to beat the smith into submission.... Still, with our luck, I'm not so sure."


now that was some effective restoration. I'll wait for Karethas to check in and then move along.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas had 2 Lesser Restorations memorized for just such a purpose that I would have cast before we went to sleep. Why don't we just use Varkata's rolls :-), but she can use her slots for something else.

Karethas nods in agreement with Amir's statement, "The good news is that I think we will be leaving the Spire behind for good. Although I would have enjoyed more time to study the Eater of Magic's remains."

To Kzrira, "I was planning on memorizing one Resist Energy spell, also I keep some scrolls on hand at all times, just in case. It may be helpful to have Varkata memorize it once or twice because it is not a spell that I have much confidence with. Costs me two slots as a Abjuration spell.

Plus we have the Ruby Seal minor artifact. I looked back and we did not sell it because Voodoo suggested that we don't and Karethas wouldn't want to sell something that helped so much with Genies. It is not on anyone's character sheet, so I am going to add it to mine for right now because the Interpretation of Secrets abilities would benefit a spell caster the most if it came down to that.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Varkata can probably memorize a Resist Energy (communal) and/or a Protection from Energy(communal) if she has the slots. That should give us more than enough protection, at least for a while.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

At Varkata's comment Amir offers a sardonic smile, Though I may only be at a fraction of the full physical ability of my youth I assure you that part of the wind is still swift.

SOH: 1d20 + 8 ⇒ (19) + 8 = 27

Amir makes it a point to hand Varkata her dagger to emphasize his words as he winks.

Is the seal the red gem flame thing? I was carrying that at one point but your right that it isn't on my sheet if that is the same thing we are talking about, in fact I am missing a few lines in general for some reason...


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

If we're retconning, I'll repurpose my l2 slots and set up a l3 communal resists.


sure. Karethas gets Amir back to fighting shape or at least pickpocketing shape. Yes, red gem = Ruby Seal. If our spell selections are in order, I shall proceed.

Fully prepared now, you slip from your hiding place and away from the Spire. Off in the distance, you see a glimmer and dust arise into the air, but you seem to have lost the shard swarm. Now forewarned of the dangers of Khosravi, you avoid further hazards and make your way toward a billowing cloud of steam that rises in the southeast.

It is well into the afternoon when you finally enter the warm mist and see a bridge ahead. The near side of the bridge is guarded by an ornate gatehouse with phoenix-topped columns at each cornice. The arch beyond is carved of golden marble veined red. The span seems impossibly delicate, almost gossamer, and the veined stone seems to resemble the wings of a great bird in the diffused light. The clouds of hot steam boiling up slick the sides of the bridge with dripping moisture, but the surface of the span is clear and dry.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas looks pointedly at Kzrira, "Let's try to keep it friendly with whoever may be in the gatehouse."


A quick investigation finds the gatehouse empty. In fact nothing stirs along the bridge except the swirling steam.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira looks over at Karethas and sticks her tongue out.
I am always friendly. If the bad guys would try it more, then I would not have to shoot so much evil.

As she looks at the gatehouse, after briefly inspecting it for anything that might try to eat her mage, Kzrira looks over at the school dropout.

Any clue what these birds are? Or what strange material makes up that bridge. Seems like it should have long since fallen if it is not somehow magically enhanced.

Knowledge(engineering): 1d20 + 6 ⇒ (17) + 6 = 23 <-- any clue about whether the bridge is safe? Or what the bridge is?


The bridge is solid marble probably magically shaped. It is safe to cross to the small volcanic island.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Varkata shakes her head, "I know almost nothing about this strange place, and trust it about the same amount." She then says, "But, aye, let's try being friendly... I think we're looking for assistance, after all."


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Things around here seem to make it pretty clear they aren't interested in talking, lets assume if it doesn't attack that words have a chance. All the same...

Amir takes point over the bridge but leads with his new sword in hand. He at least doesn't have it flame (if he can control it)...


To those unwarded against it, the heat grows stifling as you cross the bridge and are engulfed by steam. The dark form of a spectacular tricornuate volcano looms ahead, its cracked caldera split into three towering horns as each of its three faces pours forth a constant cascade of molten rock in a glowing orange pyroclastic cascade, throwing up titanic plumes of steam as the liquid hot magma crashes into the sea and straits at the island’s foot. Beyond the foot of the Phoenix Bridge, a well-worn path leads further toward the island’s heart.

please specify type of heat protection.


HP 94 | AC/Touch/Flat 21/15/18 | Fort/Ref/Will +7/+8/+5 | Init +3 | CMB +9; CMD 23 Acrobatics (15) Bluff (14) Diplomacy (7) Kno:Local (6) Perception (13*) Stealth (17) FIRE: 5

Oh yeah, that was why I carrying the seal...uhm...help?


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira had Tempest which gave her protection from Fire. Obviously that is no longer an option. Does the Tempest staff give Karethas protection? I think the plan is to use resistance to energy, I just do not know how long we will need it for.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Varkata holds up a hand and whispers a prayer, calling upon her faith to take the edge from the heat, turning the hot air back into something much more manageable.

Communal Endure Elements -- saving the Resist Energy (Communal) for when things get bad.


With Varkata's blessing, the oppressive heat lessens and you are no longer taxed by the boiling steam. The pathway zigzags descending toward a caldera filled with bubbling lava. A safe distance above the molten rock however, the path enters the inside wall of the volcano. The tunnel continues down and around before ending in a pair of brazen gates, embossed with the seal of Nex and a dwarven figure covering both door panels, with his left hand on an anvil and his right hand on a hammer. Ignan runes are carved across the top.

Ignan:
Fire is the Spark of Creation

You can feel heat radiate from the metal doors even through Varkata's spell.

NOTE: yes, the Ruby Seal grants resist fire/5. I don't think I continued the fire resistance with the Tempest Staff, but Karethas and Varkata should have enough to cover you for a while though it will cost Karethas with his abjuration tax...


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Figure we're all protected for 6 hours up to 140 degrees F, at which point, I can get us 20 minutes each of fire resistance (20). (10 minutes for the holder of the seal, since I'm not 8th level)


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I got a plan to make the protection last longer. Karethas will cast Resist Engergy on himself using his Spell Extension Rod for 140mins protection. Then give the rod to Varkata (always sounds dirty) to cast her spell, giving her and Kzrira 70mins each. Amir has the seal if it is enough protection, or he may have to split it among the three of them. Then Karethas has 3 scrolls at 3rd level, so we can give the three of them 30 more minutes if necessary.

Once the spells of protection are cast, Karethas walks up to the door and touches it with the palm of his hand. If it doesn't open, then he will say fire in Ignan.


The doors do not open. Closer inspection finds that they do not look locked, but are very heavy and radiate great heat.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira watches as those more skilled in the arcane and divine arts determine how to protect the rest of the party. When they start working on the door:

Can we simply push it open? It definitely seems as though it is hot beyond. I would not want to open a door to a live volcano, at the same time, I helped with the crafting of weapons before I met you all and know the great heat that is required to properly vulcanize materials in the preparation of making metal weapons.

Or, perhaps there is some secondary entrance. Seems like a strange place for a secret entrance, but perhaps there is one somewhere hereabouts.

Kzrira will begin to carefully search about for a trigger to open the doors, or for any other hidden entrance that might be found.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29 <-- probably a wasted good roll, but you never know


Kzrira sees no traps or other way forward. The tunnel merely ends in these heavy metal doors. They do not even look locked, but it will take some effort to push them open.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Strength: 1d20 + 1 ⇒ (6) + 1 = 7

Kzrira puts her shoulder into the door and pushes. As a result she ends up with a sore shoulder.


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas rolls his eyes. "How about all of you," he waves his hands at his three companions, "push at the same time. It might work better that way."


The seal isn't going to be enough protection for Amir. so Varkata is splitting her spell- 20/20/30(x2)? who gets the 60 min?

Adding mods for cooperation-

Karethas' suggestion actually makes sense, so the others

push: 1d20 + 6 ⇒ (10) + 6 = 16
and
push: 1d20 + 6 ⇒ (3) + 6 = 9
and
push: 1d20 + 6 ⇒ (11) + 6 = 17
and
push: 1d20 + 6 ⇒ (19) + 6 = 25

and the great doors finally sloooowly move back though it leaves you fatigued for a moment. You look around while you catch your breath.

The doors open onto a long hall with a row of red hot columns running down the center and providing scant light. The walls are covered by weapon and armor racks. They are empty now, but you do spot the gleam of steel at the far end.


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

If it's extended, then I would have 140 minutes of duration to break up in 10 minute blocks, correct? That being the case, Varkata would divide up the 14 blocks as 50/50/40 -- and I'd let Amir have the shorter period lesser, since he's at least somewhat resistant.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Seeing the row of columns and knowing that the smith cannot be far, Kzrira grips her bow and hesitantly makes her way forward, moving from column to column with her eyes forward so that she can see if anything untoward should appear.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas sighs again as Kzrira slinks off into the shadows. He chooses a side and walks confidently towards the other end. He states loudly, "You know we are entering a man's workshop to ask him to create something for us? He might take it poorly if seems like we are trying to sneak in. Stop being so paranoid."


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira looks back at Karethas:
Have we not been betrayed by those who were supposed to be friends before. Remember the nice woman that Faelar wished to help, who turned out to be a div? I prefer to at least make sure that we are not walking into another trap.


Just as the opposite end of the hall, there is another set of heavy bronze doors. The racks at this end however, are not empty, but contain an array of arms and armor. There are long swords, daggers, a bastard sword, battle axe, rapier, and halberds on one side and chainmail and plate armor on the other.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Craft(weapons): 1d20 + 7 ⇒ (17) + 7 = 24

Kzrira looks at the blades and armor with a keen eye trying to discern the quality of the workmanship and whether any appear, from her trained eye, to be more than they appear. She is saddened, although not surprised, to not see any fine bows.


Indeed, they are all masterfully made and magical!


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira looks to the others:
Truly fine craftsmanship, and I can almost sense the magic in them without and divine or arcane talents. However, if this is a master smith's home and workshop, I do not believe that the congenial thing to do would be stealing the arms or the armor.

With that, Kzrira looks longingly at some of the more exquisite armors and then turns to the door.

Should we knock? Is it trapped or just another portal to be opened?

Perception: 1d20 + 11 ⇒ (20) + 11 = 31 <-- checking the door for traps or anything else of note


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Karethas nods, "I think knocking would be appropriate."


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

If the door is not trapped, Kzrira will step forward and knock.


The doors are just as the others: no traps, no locks, just scorchingly hot and heavy. No one answers.


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Assuming Kzrira and Amir Aid Another for Varkata, we should be at +8 on the strength check.

Open da Door: 1d20 + 8 ⇒ (13) + 8 = 21

Hope that I am not stepping on anyone's toes, but waiting for a day for everyone to respond, especially since Amir is currently away on personal matters, seems foolish.

A few more rolls if necessary:
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (18) + 8 = 26


Skills:
(Acro -1; Appr +0; Bluff +2; Climb +2; Diplo +6; Disg +2; EscArt -1; Fly: +4; Heal: +9; Intim +2; Kn(Arc/Hist/Plane) +4; Kn(Loc) +2; Kn(Rel) +8; SenMot +11; Spelcrft: +7; Stealth -1; Surv: +4; Swim +2)
Female Half-Orc Cleric 8/Bloodrager 1
Vitals:
(HP: 80[98]/80[98] AC: 23[21]/11[9]/22[20]; Percep: +11 [+13]; Init: +1; Fort +11[+13], Ref: +4, Will: +12[+14]; CMD: 22[24]; CMB +11[+13]; Speed: 50; Fire: Immune)

Varkata keeps herself back and wary, pausing only for a moment to admire the fine blades, That would certainly be an improvement over this nicked thing..., and then her attention is caught by some of the armour ...and that looks a fine breastplate as well...

She turns her attention back to the others, saying, "Masterful work. I do hope the smith will be willing to share, given our mission and the trouble we took to gain his spire-metal."

She then takes up her position and pushes on the doors when Kzrira does.

Aid Another: 1d20 + 4 ⇒ (6) + 4 = 10 Barely, but made it -- and, sadly, too resistance instead of guidance


ah, you still had to wait until I could get home and check the AP : )

The yawning cavern beyond the doors roils with heat, the air fairly shimmering with it. A broad expanse of stone lays in front of you, and at the far end a small bridge spans a channel between two magma pools that collect at the base of streams of liquid hot magma pour down the far wall from great cracks in the wall above. Dimly seen through the shimmering haze is a small island between the two magma-falls where a pair of towering bonfires burn.

A small pool of magma lies at your feet and immediately a lumpy humanoid form rises out of it. It frowns up at you and barks in a hissing crackling tongue.

Ignan:
"What do you want?! We're busy here."


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

Ignan:
"We come baring a rare metal found at the Spire. Magic rolls off of it like water on oil. We wish to trade it to your master in exchange for some of his marvelous works."


There is a viscous plopping sound from the creature and its blackened lumpy head cracks open to reveal a molten oozing smile. Whatever Karethas said seems to have pleased it. It turns and leads the way further into the volcano.

You walk across cracked and smoking ground to the other end of the immense chamber. At the foot of a pair of spectacular firefalls are seething pools of lava, bubbling and shedding a hellish radiance on the surrounding rock. A bridge of polished black rock spans the channel linking the pools, and you can dimly see a humanoid figure working at a forge on the island beyond, surrounded by a crew of fiery assistants.

The magma creature leads the way over the bridge to a massive foundry, tended by a short dwarf-like humanoid with skin that gleams like oiled brass and white flames wreathing his head in the semblance of hair and a beard. He directs a trio of burly magma-thewed humanoids at the work of the forge. The molten men feed weapons and armor of quality equal to those you saw in the previous gallery into a heavy crucible to be melted and forged anew. A disk of golden force floats behind him, holding red-hot metal implements. Your guide burbles a quick introduction and the metal dwarf looks you over.

With an exasperated sigh, he plants his feet before you and declares impatiently, “All right, you have your meeting the great forgemaster, Artel Norrin. That’s me. Now what do you want? Be quick about it. As you can see, SOME of us have work to do.”


Male Human Wizard (Conjurer)/ Level: 9 |HP: 53 of 53/ NL| F=6 R=7 W=10 |Initiative +5| Perception +11(+13 w/ Gen)|AC 13(16 w/ Mage Armor)|Active Effect:Planar Adaptation (Fire Resist 20)

I'd rather Amir do this negotiation due to him business acumen, but since he is unavailable...

Karethas gives the forgemaster a bow, "Master Norrin, I am Karethas ibn Faradin of Katepesh and lately Kelmarane, and my companions are Kzrira Maiwith of the Bow, Varkata Steeleye priest of the Accidental God, and Amir Awad Hajjir merchant, warrior, and a member of the city council of Kelmarane. We have heard that you value unique ores to create your works. We have acquired this crystal," he nods to Amir to pull out one of the crystals, "and four others like it. They are from the Spire and have unique properties. We are in need of arms and armor to challenge a powerful Shaitan for an artifact we desperately need. Perhaps a deal may be forged between us?"


Female Human Fighter/6, Ranger/1, Wizard(Spirit Whisper)/1, Arcane Archer/1 - (HP: 64/98; AC27/30; FF21/24; T18; F+10, R+11, W+7/+9; Perc: +13, Init +5)

Kzrira watches nervously, unsure of what the smith's response might be. Not expecting any hostile advances, her bow remains in a rather unusual position, slung over her shoulder.

While Karethas speaks, she looks about the room, seeing what has been created and whether she can learn anything of the master craftsman's art.

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