The Free City of Muluk takes it name from the long, unbroken line ofrulers whose history predates the Enlightened Throne in Huzuz It isknown for its exquisite regal purple dyes produced from local indigo plants.Muluk lies along the shore of the Great Sea at the mouth of the River Al-Zalim. Like most of the Free Cities, Muluk is a fiercely independent martialstate, engaged in unrelenting, low-grade conflict with the savage hill tribes ofthe nearby Furrowed Mountains, the ravaging pirates from the Corsair Isles,and the hostile armies of Umara and Qadib, both neighboring Free Cities
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
I think just go in, unless they like wake up and come for us or something. What do the rest of you guys think? Or if someone has detect magic we could see if any of them are necromantically inclined.
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
Well, now I am *definitely* looting the biers. If they are attacking us anyway, then I'm taking their stuff. But, you know... after the fight. :)
In all seriousness though, not sure if we can fight shadows... do we have a chance here, or should we be running away? In Pathfinder I think shadows drain your strength and eventually turn you into one of them, and they are incorporeal so you can't hit them with regular weapons... or it is half damage or something, can't remember... but these ones just seem to be doing straight damage so not sure if they are similar (but maybe the polymorph part is the scary part)
Zairiah couldn't step back to shoot with two of them on her, so she adopted a defensive stance and swung her jambiya at the first one shadow 2.
To answer your question, the party has more than a chance here. Most of you have magical weapons. Aggrammar is a priest and Fadilah has an option here as well. Aggrammar, feel free to give me a religion check
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
Zairah watches her blade pass through the shadow, and realizes that she was going to be unable to help in that way, but perhaps she could dodge and keep these two engaged with her to give the others a better chance.
Not my turn I know, but just getting something in before work so that you guys aren't waiting on me later. Zairiah goes into full defense the rest of the fight... she doesn't have any ability to fight these things, which she has just discovered.
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fadilah stumbles back and tries to get away from the shadows, as spellcasting is impossible while you're taking hits in melee combat.
Attempt to withdraw, though of course the shadows can just follow and there's not really anywhere to go.
Aggrammar pulls out his holy symbol and tries to turn the shadows 1d20 ⇒ 19 turning 2d6 ⇒ (1, 2) = 3 of them. Turning 2d4 ⇒ (4, 2) = 6 sending the shadow on him, fadilah and one of the shadows on Zairiah running away.
Initiative Enemies 1d10 ⇒ 1, Party 1d10 ⇒ 1 tie Enemies 1d10 ⇒ 2, Party 1d10 ⇒ 4
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
Zairiah is in full defense mode, but when one of the shadows facing her runs away, she takes the opportunity to shift a little bit towards Fadilah, trying to get in between her and the shadows so that Fadilah had more freedom to act.
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fetch spell (<= 70):1d100 ⇒ 4
"Go! Go!" says Fadilah as she ducks and weaves to avoid the shadows. "Burning hands!"
The three you turned fled. The remaining two need to be run from or defeated. They stay turned until you leave or you chase them into a corner or something and then they have to fight. You maintain the turning as long as you don't try to cast a spell which allows you to attack.
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fadilah says to Agrammar, "On what would you want to place such light? Remember, whatever item it is, it would glow forever."
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
How about a coin? Then if you want to douse the light you could just put it in your pocket, but if you need to scare away shadows, you can get it out easily?
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fadilah mumbles, "Why would there be more shadows? I thought tombs always escalated their guardians."
Finally she just bows to peer pressure and sends her gen off for a continual light spell.
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
Zairiah starts looking through the nearby crypts while they wait for the gen, but when Fadilah asks for a focus object for the spell, she returns and holds up a silver coin.
Zairiah finds the closest crypt itself contains 1 tall stone bier, carved
with the warrior's name "Kurigalzu." Decrepit armor sheaths the
corpse, whose hands lie folded atop corroded
scimitars. Each body wears a gold ring inscribed with a scimitar design.
GM Rolls
Spoiler:
1d20 ⇒ 4
Those who had taken Strength damage feel better after Fadialah's gen returns a second time saying "Mistress, I have your next spell."
Fadilah casts Continual Light on a silver coin which lights up the crypt with bright light for a 60 foot radius and illuminates the entire room. In the far left hand corner of the crypt, where the light is not considered bright you see 6 shadows and in the right hand corner you see another 3 shadows pushing each to get behind a column to avoid the brightness.
The only visible egress stands opposite the main entrance, blocked
by a stone portcullis.
The thin layer of river mud on
the floor of the warriors' crypt makes detection of this
covered pit trap more difficult than usual but Zairiah is able to find an outline on the floor in front of the portcullis
The crypts entrance is
blocked with a thick marble slab, lowered along
recessed grooves in the wall, like a portcullis. Tall
letters chiseled into this red surface spell out an
ancient name that remains visible today: Shaddad, Son
of Ad.
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Fadilah casts her knock spell and finds that the heavy stone slab like a portcullis is not actually locked, but is kept shut by its immense weight and the marble is polished so smooth that it is difficult to get a good grip on it.
Are they any ideas to break it open, or go around it or something?
Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving ThrowsParalyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10
Maps | Loot | Female Elf Thief (Merchant-Rogue) 7 | HP 19/30 | AC 4 | THAC0: 17 | Saves: PPD 12 / RSW 12 / PoP 11 / Breath 15 / Spell 13 | Con Save Bonus +3 | Infravision 60 feet | Station: 6 | Reaction Adjustments: Dex +1 / Charisma +5 | Red Sash (Immune to Normal Fire)
Sandstone is crumbly, so Zairiah just takes her knife and starts digging out chunks of the wall to the side of the door, which will eventually get them through, but even if someone is able to lift the door first, it might give them better hand-holds to do that with.
Won't take any less time, but at least it is a non-magical solution.
AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)
Apologies for the delay - work hit me like a ton of bricks after vacations...
GMEDWIN wrote:
Zairiah finds the closest crypt itself contains 1 tall stone bier, carved
with the warrior's name "Kurigalzu." Decrepit armor sheaths the
corpse, whose hands lie folded atop corroded
scimitars. Each body wears a gold ring inscribed with a scimitar design.
I could use Detect Magic here, but only have it memorized once. So better wait until we can check more items all at once?
"Shaddad, Son of Ad..." - Aggrammar repeats the inscription, trying to get some inspiration on how to open that door - "Either this be a magical door of some sort and we need exactly that - some password of sorts" - he shrugs - "Or we are just missin' the mechanism to open it around here somewhere..." - the dwarf adds, looking around the room.
Apologies if I missed it before GMEDWIN, but do the crypts around the room have names on them?
I tried to do this under the name AL-Qadim which is a really cool setting in the Forgotten Realms planet.
I am looking for six heroes up for going mentally toe to toe with Djinn, Jann, Dao and the other creatures of the Land of Fate.
2E AD&D, I am extremely generous going with 5d6 drop the lowest two.
Out of a party of six, I will be cool with two members being Outlanders.( Not from Zakhara)
I have never played 2e, but would be willing to learn especially if we are starting from level 1. I found this site that seems to have a lot of 2e stuff. For me to learn from.
I am a daily active member of the PBP forum. I currently run 2 games and am a player in one more. I am able to keep post most every mornings and evenings. I am going to go ahead and roll some stats and if you allow me then I will dig into character creation.
Stat Dice Rolls:
Stat 1:5d6 ⇒ (2, 1, 4, 6, 1) = 1412 Stat 2:5d6 ⇒ (6, 3, 3, 2, 6) = 2015 Stat 3:5d6 ⇒ (5, 4, 1, 5, 4) = 1914 Stat 4:5d6 ⇒ (6, 1, 5, 3, 5) = 2016 Stat 5:5d6 ⇒ (2, 6, 4, 3, 2) = 1713 Stat 6:5d6 ⇒ (1, 6, 2, 1, 2) = 1210
I think I would like to take one of the Outlander spots, if one still lives, specifically with a Wizard.
Orven:
Orven is the apprentice to the Half-Elven mage, Otheniel. Otheniel has sent Orven on a training mission to another land, specifically to find some rare waters that only exist there. He has been given a pitcher to pour the water into, which will fill the matching pitcher at Otheniel's location.
Trusting his master, Orven stepped through the portal into the hot desert sun. Now he is trying to make his way to the Capital of Zakhara to collect said water for his master.
Life, however, is seldom that simple...
EDIT: and here is my character:
Crunch:
Orven
Human Wizard 1
str 12
dex 15
con 11
int 16
wis 14
cha 13
HP 1
AC 9
Init +0
Weapon Proficiencies: Dagger
Non-Weapon Proficiencies: Ancient History 15, Spellcraft 14, Engineering 13
Spells/day: 1
Known Spells:
1) Armor, Enlarge, Identify, Magic Missile
Fadilah is ready to go, though it would be helpful to know where we're going to start!
She is a stock sha'ir who is wholly reliant on getting spells via her gen. She has a wide range of skills that are mostly useful in a social context (I took poetry because it's connected with sha'ir in mythology, and all of the recommended proficiencies for the kit).
I'm a regular boards player and GM, so I'm not going to suddenly disappear. I like good RP and I have a soft spot for the great settings that AD&D produced in the 2nd edition era.
I also like having some kind of connection with other party members, if somebody wants one!
Great! We will be starting in the City of Muluk, I plan to run it both figuratively and literally as a sandbox. I have three or four adventures ideas that could run simultaneously. We should have some fun with this.
Insnare, I just wanted to double check something to make sure I'm not cheating myself. To take both common and elven as languages I need to spend 1 NWP, since common is free and elven is not?
Alrighty, I think I'll change around some NWP then so I can get thieves cant and a few more misc ones. Survival Urban is thematic, but probably not worth it for the 4 pt cost the more I think about it.
One needs to remember that starting equipment, although given a monetary price could have represented gifts from family, things your character found after a battle or something of the like.
Leather armor, jambiya, shortbow, 24 arrows, scimitar, waterskin, backpack, whetstone, large belt pouch, 50 feet of silk rope, 1 week of dry rations, 1 gp, 5 sp, and 9 cp.
The daughter of a merchant, Nura has spent much of her life on and around the water. She took her first ride on her father's ship at the tender age of three and found her sea legs almost immediately. She is most at home on the rolling deck of a ship.
She was born in the city of Qudra, but has traveled the length and breadth of Zakhara. She has a friend in every port and counts among her acquaintance's beggars and sheiks, commoners and sha'irs. Nura makes friends easily and is very flirty but has yet to find "the one" to settle down with.
This is a brief message to let everyone know that I am going to be on vacation from Sunday, 23 September until 1 October. As many of you may be aware, my wife is 90% blind from glaucoma. She wanted to see Walt Disney World through the eyes of friends who have never been (or haven't been in many years) before she can't see at all. So I, she, and 9 of our friends are all going to Walt Disney World for a week!
During this time, my posting will be greatly curtailed, if not nonexistent. If you are in my game, I will continue upon my return, just sit tight. If I am in your game, please feel free to bot me as required.
During this week leading up to my vacation, I will be very busy and may be slowed, but I will try to get a post out before leaving for the week.
I could do almost anything except paladin with those numbers. Looking at the kits from Arabian Adventures at the moment, and since I haven't delved deeply into the setting before I am checking to see if I can find other sourcebooks.
Yeah, I feel like you guys could use a cleric, lol. Considering an elven mystic of Najm. Best image I have in mind right now. I am really tempted to multiclass with bard since I see her as a singer/caller/chanter sort and I love options, but I am not sure yet.
EDIT: going to stick with single classed cleric. My brain started forming the character so I'm going to let it keep flowing, lol.
Alias for Nabila, crunch is being worked on, fluff is in my head but I need to read a little more on the region before getting her backstory fully involved.
Insnare, please let me know how you want me to jump in and what if anything I know from what has happened so far.
Well, the group is in Muluk. The city of Kings. They just followed a fish down a well after watching an altercation in the bazaar. They are not really a party yet. So it is possible you followed them to help.
Well, her cousin named her The Cat for a number of reasons, but the thrill of a hunt combined with just plain being curious as to the outcome of such a situation would be compelling.