A Push of the Fates.... Zakhara... You Jewel!

Game Master Insnare

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

MULUK

LootSheet


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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)

Local lawgiver seems like a solid idea... if they had one besides her.

Uh, well, waking her up... I guess we should, although I don't think she is going to be very pleased with us.

Zairiah goes over the ropes that they tied Uday/Ualda up with, tightening them again, just in case they do wake her up.


Shot Putter Funkmeister

PLease give me a Healing or Herbalism check


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)

Looks like those are both priest skills, but healing is based on wisdom and herbalism is based on intelligence, so I could give you a straight check based on those attributes (both 13 in my case).

Unskilled healing/herbalism (13): 1d20 ⇒ 12


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Healing (is it Wis based?) 16: 1d20 ⇒ 10


Shot Putter Funkmeister

Aggrammar

Spoiler:
Looking at the state of the Werefox, you can ascertain that if you were to prematurely wake her up, she would probably die. She is not sleeping more like she is in a coma.


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura considers the form of Ualda. "Maybe she'll be more agreeable with the curse removed?"


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 can't even imagine... kidnapped as a child and then forced into becoming a werefox. I wonder if removing the lycanthropy would restore her ability to have children, which she clearly wanted, or she wouldn't have kidnapped someone else.

Well, first... Fadilah, can we get a spell that will remove the lycanthropy?

If we can, then I think we should at least give her that option. If she wants it back, she likely knows other werefoxes that can restore the curse.

If not, maybe we should leave her with her followers to take care of, and just tell them the part of the story where we removed the cursed belt. No reason to stone her at that point, and we can check back after we finish our job and make sure that things are okay. Things might right themselves if Ualda can't perform miracles as she could before.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

"As noted previously, I cannot remove theriamorphy with a simple spell. It will require the intervention of a powerful priest, using the magic while the target is shapeshifted."


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)

So when the DM asked which curse to remove, that was just a trap?

Let's leave her with the community then, and get going to finish our job. We've spent too much time here already, and unfortunately I don't know a way to help any further.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Well, unless it doesn't work like other forms of theriamorphy. The DMG is pretty clear that removing theriamorphy if you've been infected for more than three days typically requires remove curse cast by a 12th+ level cleric while the target is shapeshifted.


Shot Putter Funkmeister

Iyda says, "We could bring him back to my hometown and have him tried for kidnapping and abduction."


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Aggrammar relates to the others what he thinks about Uday's condition, but is otherwise undecided as to what course of action to take next - "If she is redeemable, she should be given a chance"


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)

Target is already shapeshifted into the fox-human form, so it would just be finding the Cleric, if we want to try that... but I feel like we're running around in circles with all of this. Should we take Ualda with us to try to cure her, or alternatively go along with Iyda's plan, or should we leave her here? Either way, our main questline had some sort of deadline as I remember, so we should probably do that first and then choose which other quest to finish up. There are a lot.

How about a spell to restore Iyda to her proper size? How hard is that?


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura has no talent for magic and so she says little, instead listening intently to the conversation.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

How about a spell to restore Iyda to her proper size? How hard is that?

"Depends on what changed her size in the first place. If it's a run-of-the-mill curse, another remove curse will do it. If it's a persistent, permanent magical effect, dispel magic—though the attempt might fail and have to be repeated."


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 has no idea what caused the size change, but she is frustrated and leaves Fadilah to talk to Iyda herself rather than acting as a go between. She takes a walk with Sham and asks him what his plans are.


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

"I do not feel comfortable leaving her to be judged when she is not in her right... Hmmmm.... Self?" - Aggrammar pondered - "We can either find this priest or take her with us. And I will tend to her"


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Shot Putter Funkmeister

Well, the time constraint on your mission to Al-Anwahr is to see if anyone survived the original expedition but of course that is somewhat unlikely. You are about two days ride to Al-Anwahr's vicinity and then maybe another 3 or 4 from there to Iyda's village, depending on your rolling.


Shot Putter Funkmeister

I guess the question is, do you have Uday/Ualda tried at the tent city or at Iyda's village?


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Or with us? :)


Shot Putter Funkmeister

Or you can judge the werefox...sure


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

No judging. Healing!


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)

Seems like no one wants to make a decision that involves anything else, so I think we're taking Ualda with us... that is our only default option. We have enough camels where taking her along won't be that much of a burden, and maybe we'll find someone who can heal the lycanthropy/theriamorphy along our path. ... If that is the fate that we are given. Are we okay just moving forward with that temporary decision?


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Let's do it! :D


Shot Putter Funkmeister

It is still night time, but you figure it be best to break camp and it takes about an hour to wake everyone up and get everything packed. It is about 3am when you finally strike out.

Can I get either a direction sense or survival roll?


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)

Direction Sense is Wisdom (general skill, but don't have it) and Survival is Intelligence (a Rogue skill I also don't have), so here is a straight intelligence roll (untrained Survival).

Intelligence (13): 1d20 ⇒ 8


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Direction Sense (14-): 1d20 ⇒ 6

Fadilah stifles a yawn and says, "Ugh, it's so late. We need to get this over with so that I can get some sleep."

She gestures lazily out toward Al-Anwahr.

"That way, I think."


Shot Putter Funkmeister

You follow the directions given by Zairiah and Fadilah and move in a southerly direction. After about two hours, you cross into Sea of Salt. The long, shallow basin now contains only waves of salt.

Do you continue at night or do you stop here for the night?


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 we stop. Fadilah is tired, and it has been a long, stressful day.

Did Sham leave with his family? I wasn't sure if he was going to ask to travel with us.


Shot Putter Funkmeister

Let's say Sham will go with you until he finds a place where he wants to create his own den.

You decide to stop afraid that the Sea of Salt is treacherous at night. You set up camp and you break your guard duties up equally, where each party member stands guard with one NPC.

GM Rolls

Spoiler:
1d1d6 ⇒ 1 1d14 ⇒ 12 1d4 ⇒ 4 6d6 ⇒ (3, 5, 6, 3, 4, 5) = 26 6d6 ⇒ (6, 3, 3, 6, 3, 4) = 25 6d6 ⇒ (1, 1, 6, 6, 1, 3) = 18 6d6 ⇒ (3, 5, 3, 4, 6, 1) = 22

Zairiah and Sham takes the first watch.

Surprise Round: Zairiah 1d10 - 4 + 2 ⇒ (8) - 4 + 2 = 6, Sham 1d10 - 4 + 2 ⇒ (2) - 4 + 2 = 0, Enemy 1d10 ⇒ 3

Zairiah sees movement coming out of the ground near her.
You see a green worm coming out of the salt ground to try and attack you. You can attack the worm in the surprise round.


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 calls out to the others to wake, in case there are more, and shoots the worm.

Attack (Shortbow): 16 - 1d20 ⇒ 16 - (19) = -3
Damage (Sheaf Arrow): 1d8 ⇒ 5


Shot Putter Funkmeister

Zairiah shoots the worm closest to her.

Worm 1 slithers to attack Zairiah 15 - 1d20 ⇒ 15 - (11) = 4 hitting and attaching itself to you 1d8 ⇒ 2

Worm 2 attacks Sham 15 - 1d20 ⇒ 15 - (3) = 12 miss

Worm 3 attacks camel 1 15 - 1d20 ⇒ 15 - (12) = 3 hit doing 1d8 ⇒ 1

Worm 4 attacks camel 2 15 - 1d20 ⇒ 15 - (5) = 10 miss

Sham was looking the wrong way but was lucky to not be hit.

Party members please roll a Wisdom roll, you guys are all in your tents and are not wearing armor. If you roll your wisdom or lower you wake up, move out of your tent and see what is going on.

Initiative:

Party 1d10 ⇒ 8, Enemy 1d10 ⇒ 3

Round 1: [b]Party


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

Nura WIS roll: 1d20 ⇒ 16

Nura snores blissfully, enjoying a dream in which she is on the open sea.


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

Wisdom (<14): 1d20 ⇒ 15

Fadilah likewise remains asleep.


Shot Putter Funkmeister

Agrammar and Zairiah


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)

Having a worm attached to her is really bad. So instead of just calling for everyone to wake up, she screams even louder.

GET UP YOU FREAKS! THEY ARE TRYING TO KILL ME! I NEED HELP!

Unable to use her bow, she tries to cut the worm off of her with her scimitar.

Attack (Scimitar): 18 - 1d20 ⇒ 18 - (20) = -2
Slashing Damage: 1d8 ⇒ 7


Shot Putter Funkmeister

Wisdom rolls for NPCs: Mahara 1d20 ⇒ 16, Silvertongue 1d20 ⇒ 6, Siti 1d20 ⇒ 9, Qasim 1d20 ⇒ 16

Zairiah strikes the worm on her with her scimitar.

Mahara the old man wakes up and stumbles out of his tent seeing Zairiah being attacked by the green worm and touches Zairiah chanting a prayer curing 1d8 ⇒ 4 of her wounds.

Silvertongue wakes up and puts on his sword belt and pops his head out of the tent.

Siti comes out of his tent and casts a spell and a fire scimitar comes into his hands.

Agrammar 1d20 ⇒ 11 wakes up.

Agrammar


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Aggrammar has no armor, just those sweet, sweet bracers, so ;)

Grabbing his shield and scimitar, Aggrammar dashes to the aid of his companions - "Here, ye ugly beast!"

I assume I cannot attack yet?


Shot Putter Funkmeister

You could throw a dagger or something.

Zairiah hits the worm on her but it is still stuck to her body.

Sham attacks the worm attacking him 15 - 1d20 ⇒ 15 - (2) = 13 miss

Worm 1 sucks Zairiah's blood 1d8 ⇒ 6

Worm 2 attacks Sham 15 - 1d20 ⇒ 15 - (14) = 1 attaching to sham doing 1d8 ⇒ 3

Worm 3 attacks camel 1 continues to suck the blood 1d8 ⇒ 7

Worm 4 attacks camel 2 15 - 1d20 ⇒ 15 - (13) = 2 attaching doing 1d8 ⇒ 6

Round 2

Those still sleeping may take -4 to their wisdom check because Zairiah is screaming

Initiative Party 1d10 ⇒ 9, Enemy 1d10 ⇒ 4

Party


Female Human Fighter 6 (Corsair Kit) | AC 5 | 43/46 hp | THAC0 15 | PPD 11 RSW 13 PP 12 BW 13 Sp 14 (-1 magical) | +1 to hit/damage (+1/+2 with short bow, +2/+3 with scimitar)
Weapons:
Jambiya 1d4+1, Short Bow 1d6+2, Scimitar 1d8+3

WIS-4: 1d20 - 4 ⇒ (20) - 4 = 16

Nura rolls over in her sleep and wraps a blanket around her head.


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 continues to scream, and attacks the worm again.

Attack (Scimitar): 18 - 1d20 ⇒ 18 - (8) = 10
Slashing Damage: 1d8 ⇒ 8

Likely a miss, which is too bad because that nice damage roll would bring the damage on this worm to 20, which I am hopeful is enough to kill it (if not, it just has more HP than I do). It looks like it is going to kill me first though, while Nura sleeps. :)


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Aggrammar also shouts a warning - "Get up ye louts!" - and goes to the assistance of Zairiah.

Scimitar (THAC0 17): 15 - 1d20 ⇒ 15 - (6) = 9
Damage: 1d8 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9


Shot Putter Funkmeister

Fadilah 1d20 - 4 ⇒ (17) - 4 = 13

You can get up walk out of your tent and maybe use your staff.


Female Dwarf Ranger(Guide)

Fadilah


Shot Putter Funkmeister

Fadilah comes out of her tent and sees the worm snacking on Zairiah and uses her staff of the sea to cast Water blast sending two blasts at the worm 1d4 + 1 ⇒ (1) + 1 = 2 and 1d4 + 1 ⇒ (4) + 1 = 5

Mahara casts another healing spell on Zairiah 1d8d6 ⇒ 1 healing her for 1 hp.

Silvertongue moves into help Sham 16 - 1d20 - 1 ⇒ 16 - (4) - 1 = 11 hit 1d8 + 1 ⇒ (8) + 1 = 9

Siti attacks the one on Zairiah 15 - 1d20 ⇒ 15 - (19) = -4 hitting for 1d4 + 4 ⇒ (1) + 4 = 5 killing the worm on Zairiah but the worm is still hanging on her. To remove it you need to make an open doors check

Sham attacks 15 - 1d20 ⇒ 15 - (15) = 0 hitting doing 1d6 ⇒ 4 Saving throw 1d20 ⇒ 1 fail and the worm falls asleep.

Qasim 1d20 - 4 ⇒ (16) - 4 = 12 and the crystal man wakes up and is confused.

Worm 3 attacks camel 1 continues to suck the blood 1d8 ⇒ 7 killing camel #1.

Worm 4 attacks camel 2 continues to suck its blood 1d8 ⇒ 2

Party

Round 3

Initiative Party 1d10 ⇒ 3, Enemy 1d10 ⇒ 6

Worm 3 having had its fill detaches itself and burrows its way into the ground.

Worm 4 continues to suck on camel 2 1d8 ⇒ 8

Party


Female Human Wizard (Sha'ir) 6 | 3/14 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 13 Rod, Staff, or Wand 9 Petrification or Polymorph 11 Breath Weapon 13 Spell 10

"The camels! The camels!" shouts Fadilah as she blasts a worm again with her staff.

Water blast: 1d4 + 1 ⇒ (1) + 1 = 2
Water blast: 1d4 + 1 ⇒ (3) + 1 = 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)

Hey GM, could you roll that healing spell again? It says "1d8d6" and I think that might have affected the roll. If you disagree, totally fine. Just asking.

Zariah is glad the worm on her is dead, but is still freaked out that it is still attached, and tries to remove it from herself.

Do you mean open locks? I have a 95% on that, so pretty easy (hopefully), but not sure what open doors would be. Rolling open locks below.

She tries to carefully extract it.

Open Locks (95%): 1d100 ⇒ 4


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Female Dwarf Ranger(Guide)

sure, 1d8 ⇒ 3 for healing, the check is more closer to a fighter's check or a bend bars roll


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Shot Putter Funkmeister

It should have been a d20 roll but with that roll, it is a success.

Agrammar and Nura


Shot Putter Funkmeister

Nura 1d20 - 4 ⇒ (4) - 4 = 0, Nura jumps out of bed grabs her scimitar, her hair a mess and moves to where the commotion is.

Agrammar moves to attack the worm attacking the camel 15 - 1d20 ⇒ 15 - (15) = 0 hit 1d8 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7

Silvertongue moves into attacking the worm 16 - 1d20 - 1 ⇒ 16 - (8) - 1 = 7 miss

Siti attacks worm 15 - 1d20 ⇒ 15 - (1) = 14 miss and his flame sword fizzles out.

Sham moves to attacks the last worm 15 - 1d20 ⇒ 15 - (17) = -2 hitting doing 1d6 ⇒ 6 Saving throw 1d20 ⇒ 10

The combination of Fadilah, Agrammar and Sham kills the worm and Agrammar cuts the worm loose from the extremely scared camel.

Combat Over

[ooc]Animal Handling Check please[/b]

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