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


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AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Wohoo! :D

Zairiah did not find any traps on it right? And Fadilah has tried Detect Magic?


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Haven't checked it for traps, but can.

Well, I needed to search them to help their families find peace, right? Too bad most of them didn't have any personal items left, but I stand behind my decision <cough, cough>. Hopefully the few things we did find will help prove that we found the right group. I appreciate you helping me out. I feel sort of weak.

After the bodies are buried and the place is aired out, Zairiah checks the creepy statue for traps.

Find/Remove Traps 75%: 1d100 ⇒ 37


Shot Putter Funkmeister

How are you checking it for traps?
Can anyone give me a lore check on the rod of smiting?


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Aggrammar grumbles something along the lines of 'crazy lass' as Zairiah goes to check the door.

Lore is Int right? (13): 1d20 ⇒ 17


Shot Putter Funkmeister

Zairiah moves over to the statue and looks around it and hear in her head a little voice asking her touch it. But she does not find any traps but you can walk by the statue without any problems.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah tells the group about the little voice urging her to touch the statue, and she encourages people not to do so, and to stay well away from it.

Although she is still worried after seeing the pile of bodies, she decides that she has to assume the room is safe otherwise, and she retrieves her weapons and looks to their guide to see if he is going to show them anything further.


Shot Putter Funkmeister

Abdalla says, "I have never been inside here before."

I guess we will move forward. Beyond the doors behind statue is dark, so what is the party going to do for light?


Shot Putter Funkmeister

Here is the map:

AzaltinsPalace


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah looks around for the supplies that the former 50 people must have had, hoping to find a lantern or at least a few torches.


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Shot Putter Funkmeister

In the old mosque there were a lot but lets say near where the dead bodies were you find 2d8 + 1 ⇒ (1, 5) + 1 = 7 torches

Your group makes sure not to touch the statue as you cross the entrance, you see a hallway that goes off to both the left and right and it is 20 feet in width and 60 feet in either direction. The hallway takes a sharp 90 angle in both directions and after being fairly thorough you go end up at what is marked 2a on the map. The walls are carved with impressive reliefs depicting the lush, tropical jungles of a once verdant kingdom, you find a pair of
bronze portals flanked by bas reliefs of shedu.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah checks the portals for traps.

Find/Remove Traps 75%: 1d100 ⇒ 2


Shot Putter Funkmeister

Zairiah checks the portals and she finds no traps but she does find that the doors are locked.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah attempts to unlock the doors.

Open Locks 95%: 1d100 ⇒ 12


Shot Putter Funkmeister

Zairiah is able to easily open the ancient locks and pushes the doors inwards. Beyond lies a waiting room (b), where visitors would rest
on stone benches along the walls and admire the basrelief sculptures of lions adorning the walls. There are doors to the left and right. There are also another pair of bronze portals straight ahead with Shedu reliefs.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah peered inside, looking for murder holes. She still hadn't gotten over the pile of dead bodies, and was feeling paranoid.

If she sees none, she will enter, checking out the sculptures (but not touching them), to see if they seems like they can come to life.

Only after checking the whole room will she approach the doors, checking for traps and then unlocking them if necessary.

Rolls as needed:

Find/Remove Traps 75%: 1d100 ⇒ 32
Find/Remove Traps 75%: 1d100 ⇒ 55
Find/Remove Traps 75%: 1d100 ⇒ 77
Open Locks 95%: 1d100 ⇒ 10

I realize that I described a lot of things, but not trying to rush if there is an event here. Use the rolls as you see fit, of course. If it is worth speeding through to the next doors, that should be everything I tried, but if you want to go more slowly, then just use what you need.


Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah decides that some extra caution is warranted and sends her gen to fetch a continual light spell.

Fetch spell: continual light (<=50%): 1d100 ⇒ 100

Unfortunately, the gen is unable to help.


Shot Putter Funkmeister

I just need to know which door are you trying first: left, right or straight


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Oh, sorry. Didn't see the other doors on the map, but I do see them in your description... just missed it. I guess the ones straight ahead.


Shot Putter Funkmeister

Zairiah moves forward to open the double brass doors with the shedu in front of her and she finds out that they are locked and she moves to open them

GM Rolls

Spoiler:
Surprise Round Skeletons 1d10 ⇒ 4, Zairiah 1d10 ⇒ 5, Aggrammar 1d10 ⇒ 9, Fadilah 1d10 ⇒ 4, Nura 1d10 ⇒ 10 Abdalla 1d10 ⇒ 1 Fadilah 1d10 ⇒ 7, Skeletons 1d10 ⇒ 9

As Zairiah is openning the door in front of her she hears a strange noise from coming from either side, catching glimpse of 20 skeletons attacking your group of 5, four skeletons peel off on each of you, but Fadilah can act at the same time as her skeletons but Abdalla is taken unawares.

Surprise Round

Zairiah, Nura, Aggrammar, Fadilah can go too but her actions happen at the same time as the skeletons.

The skeletons are all wearing their faded golden uniforms.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Aggrammar stands ready to lead the way and open the door, once Zairiah gives him the 'thumbs up'


Shot Putter Funkmeister

Are you not going to attack the skeletons coming from the other rooms?


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

Dang! You posted just a few seconds before me :P

”Stand back!” - Aggrammar urges his companions, stepping forward with scimitar in one hand and his holy symbol in the other - the disc of Hajama gleaming in the darkness.

”Avast ye monsters!” - the dwarf roars.

Turn Undead!: 1d20 ⇒ 14


Shot Putter Funkmeister

2d6 ⇒ (4, 3) = 7 of the Skeletons are turned and make their way to the opposite side of the room. All of the ones moving towards Agrammar and two moving towards 1d4 ⇒ 2 Fadilah flee.


Shot Putter Funkmeister

Agrammar, do you brandish your Rod of Smiting?


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

I think I will. It is bludgeoning, right? Should be better than my scimitar against skeletons, I think.


Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

Fadilah pivots and uses her staff of the sea to blast one of the approaching skeletons with water, hoping that the concussive force of the blast will damage the skeleton or at least knock it away.


Female Human Fighter 6 (Corsair Kit) | AC 5 | 46/46 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 makes a "tsk" sound as she spots the skeletons closing in. Realizing that he scimitar will be of little use, she looks around for a bludgeon of any sort.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah uses her torch to try to knock the skeletons away as they approach her.

Attack (Torch as Club): 18 - 1d20 ⇒ 18 - (17) = 1
Damage (bludgeoning and fire?): 1d6 ⇒ 4

Not sure if there is a penalty for improvised weapons in 2e, but I put in the damage amount for a club, since that is probably similar to the damage of a torch if you use it that way.


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Shot Putter Funkmeister

Fadilah slams one of the skeletons coming towards her with two blasts of water 2d4 + 2 ⇒ (3, 4) + 2 = 9 knocking the skeleton backwards

Zairiah hits one of the skeletons coming towards her.

Nura searches for some sort of bludgeoning weapon.

Skeletons 1 attacks Abdalla 17 - 1d20 ⇒ 17 - (20) = -3 crit 4d4 ⇒ (4, 2, 2, 4) = 12 with its bronze khopesh

Skeletons 2 attacks Abdalla 17 - 1d20 ⇒ 17 - (13) = 4 miss

Skeletons 3 attacks Abdalla 17 - 1d20 ⇒ 17 - (18) = -1 hit 2d4 ⇒ (4, 1) = 5 with its bronze khopesh

Skeletons 4 attacks Abdala 17 - 1d20 ⇒ 17 - (11) = 6 miss

Skeletons 5 attacks Abdalla 17 - 1d20 ⇒ 17 - (17) = 0 hit 2d4 ⇒ (3, 3) = 6 with its khopesh

Skeletons 6 attacks Nura 17 - 1d20 ⇒ 17 - (15) = 2 hit 2d4 ⇒ (3, 2) = 5

Skeletons 7 attacks Nura 17 - 1d20 ⇒ 17 - (14) = 3 hit 2d4 ⇒ (2, 2) = 4

Skeletons 8 attacks Nura 17 - 1d20 ⇒ 17 - (20) = -3 crit 4d4 ⇒ (2, 4, 1, 4) = 11

Skeletons 9 attacks Nura 17 - 1d20 ⇒ 17 - (4) = 13 miss

Skeletons 10 attacks NUra 17 - 1d20 ⇒ 17 - (1) = 16 and this one drops its sword on the floor

As Agrammar turns towards the Skeletons with his Rod of smiting with the lions engraved on it the Skeletons that are turned flee but rest of the skeletons stop and one steps forward and speaks first in Chun

Spoiler:
"King Azaltin shall not be harmed, we do apologize for our transgressions against your highness and your entourage! It must be you, you have the royal scepter or mayhaps you are his heir!"

The group of skeletons form up into parade rest and one which is wearing a more ornate insignia steps forward like either a sergeant or a junior officer and says in Chun

Spoiler:
"I am Farzid, First Khopesh of the Royal Guard, my liege, what do you command of us?"

CHun is Ancient Midani, so the dictionary and an Intelligence check should get you conversing with them

Combat Over


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Oooh, Agrammar... personal skeletal army. Whatcha gonna do? ;)

Zairiah, seeing the skeletons stop, goes to assist Nura and Abdalla with their wounds.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

I don't think Aggrammar speaks Chuun :P

"Is it talkin'?!" - Aggrammar roared - "Can I take a look at that?" - Aggrammar borrows the dictionary, trying to understand what has just been said to him.

Intelligence (13): 1d20 ⇒ 5

Assuming that works:

"Why did ye attack us? What is it ye're guardin' here oh Farzid, First Khopesh of the Royal Guard?" - Aggrammar asked.


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Shot Putter Funkmeister

The skeleton named Farzid says, "Your Grace, we were ordered to guard entry into the next room by someone, I do not remember by whom but we saw your Royal Scepter oh Azaltin and we realized we were mistaken, we think your brother is or staged a Coup. It is such a long time ago. Please Forgive us heir of Azaltin"

The skeleton looks crestfallen, like it wants to tell Agrammar more but it does not know or cannot remember and it seems a bit frustrated but happy follow your orders.

This is the kind of stuff that makes me love running this campaign.


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AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)

I have to agree this is a cool situation. Aggrammar will never keep this 'honor guard' with them, instead wanting them to be entitled to finally rest. But man... The player is tempted :D

"Ye were probably ordered by the same fella who... Hmmm... Well, nevermind" - Aggrammar grunted in thought - "What do ye know of tha ruins, the dangers they hold?" - he added - "And have ye seen others passin' by here?"

History (Int 13) - what coup is he talking about: 1d20 ⇒ 1


Shot Putter Funkmeister

Agrammar

Spoiler:
You figure he is referring to the Coup of Azaltin's younger brother named Amakim to overthrow him who was the founder of Muluk. It was orchestrated by the Azaltin and later Amakim's vizier named Zeenab.

GM Rolls

Spoiler:
1d20 ⇒ 2

Man, I rolled a 2 on a Int of 5
The skeleton says "Well, the doors to left lead to some offices that were used by Satraps when they were in the capitol and beyond them were the main mosque and to the right rooms used by some of the King's staff before the coup. Through the doors where your companion was trying to open is King Azaltin's wife's favorite garden it has a beautiful fountain with all of the destruction, I wonder if it is still intact. I am sorry but I cannot recall more."


Shot Putter Funkmeister

Where to? Do you bring the skeletons with you or do you have them keep guard?


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

After making sure that Nura and Abdalla are okay, Zairiah learns what the skeletons know of the area.

She says to Aggrammar

Perhaps you could have your ... friends... accompany us as we tour the area, and then release them? They have served long as well, and deserve a rest.

Whatever Aggrammar decides though, when everyone is ready, she continues on to examine the garden. Then her plan is to examine the right rooms, and then last the offices which the skeletons said have the main mosque beyond.


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Female Human Wizard (Sha'ir) 5 | 13/13 HP | AC 9 | Saving Throws Paralyzation, Poison, or Death Magic 14 Rod, Staff, or Wand 11 Petrification or Polymorph 13 Breath Weapon 15 Spell 12

"I would love to see the remains of the fountain, and perhaps imagine its former glory," says Fadilah wistfully.


Shot Putter Funkmeister

The gallery (a) is strewn
with skeletons and the plastered walls are marred with
ancient, dried blood. An rose garden (b)
occupies the center of the gallery, illuminated by
continual light. In the center, an ornate fountain (c)
splashes contentedly.

The fountain at the center of the garden is adorned
with small, leering centaurs and contains cool, clean
water.

There are three doors to the left, two doors straight ahead and there are two doors to the right.


AC 0 / HP: 35/35 / THAC0 17 (15 with Scimitar)
GMEDWIN wrote:
The skeleton says "Well, the doors to left lead to some offices that were used by Satraps when they were in the capitol and beyond them were the main mosque and to the right rooms used by some of the King's staff before the coup. Through the doors where your companion was trying to open is King Azaltin's wife's favorite garden it has a beautiful fountain with all of the destruction, I wonder if it is still intact. I am sorry but I cannot recall more."

"You have helped us much with this information" - Aggrammar nodded.

Zairiah wrote:
Perhaps you could have your ... friends... accompany us as we tour the area, and then release them? They have served long as well, and deserve a rest.

"I would like to have them along, but they have suffered enough" - Aggrammar pondered - "They should be released from this servitude" - he turned back to the skeletons - "If I release ye from your bond, will ye be able to move on?"

Does Aggrammar know (is it Religion?) Wis 16: 1d20 ⇒ 2


Shot Putter Funkmeister

Agrammar

Spoiler:
You feel you would need to cast remove curse to end their torment


Female Dwarf Ranger(Guide)

What would you like to do in this room?


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah looks around a little more carefully.

She is wary of the skeletons and the centaurs, and the walls that looks like there was some ancient butchery in here. She approaches the roses and examines them and the water, trying to determine whether anything is safe to touch before they move on.

Do these roses look like they might make a good dye? Zairiah has started flower-dye businesses in other places, so she might be interested if these look promising.


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Shot Putter Funkmeister

Give me an Appraisal check. By the way, the centaurs are just carved in stone


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Appraisal (Int 13, and I do have the skill): 1d20 ⇒ 12


Shot Putter Funkmeister

Zairiah

Spoiler:
From a distance you can tell these roses are not your standards kinds but rather you highly suspect them to be Roses of Forgetfulness that have some sort of negative effect


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah stops when she realizes that the roses are likely harmful.

She turns back to the group and says

Hmm, those roses look like Roses of Forgetfulness. We should probably explore elsewhere for now.

I can't help thinking that something like that would be useful, but only if we could control how it is used, which I'm not sure we can do in the form that it is now.

She retreats back outside the gallery and checks the doors to the right.


Shot Putter Funkmeister

Zairiah opens the doors to the right of the room where you were attacked by the Skeletons and you see what looks like a long abandoned office with some broken cedar desks and shelves. There is a long worn out carpet.


Maps | Female Elf Thief (Merchant-Rogue) 6 | HP 24/24 | AC 4 | THAC0: 18 | 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

Zairiah searches the desks and shelves just to see if there is anything valuable here, but if there isn't, then she returns to the skeleton room and checks the doors to the left.


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Shot Putter Funkmeister

GM rolls

Spoiler:
3d6 ⇒ (3, 4, 1) = 8 1d100 ⇒ 52

Zairiah leads the group through the different rooms before the getting to the palace mosque and in the corner of the 3rd room she finds a frame that is a soiled canvas and then a mouse scurries across it and it reveals an art object from the time of Azaltin that needs to be cleaned.

Entering the Mosque from the skeleton chamber through the vast (35 yards high) portal leads to the courtyard. A monumental dome above a square base, around 40 yards high, rises on the opposite site of the courtyard. The dome is the largest cupola of the mosque. Two other domes associated with the iwans, more modest in size, face the center of the long sides of the courtyard. Thus Azaltin's Mosque implements the classic architectural type of the "four-iwan scheme" which was known to be used during the time of the Loregiver. There is elaborate artisanal work with mosaics in colors of green, turquoise and purple with various shapes being represented. Moving your eyes from the ceiling to the floor level of the mosque, you can see a grisly scene had happened here where there is dried blood on the floor and skeletons' bones strewn about. However, next to the main altar, you see the skeleton of the high priest bent over against the altar with a bronze scimitar that could not be removed and the priest had cut down from behind while he prayed. A small sealed jar is still somehow clutched in his hands.


Shot Putter Funkmeister

What do you guys do?

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