GM Itzi's Ire of the Storm (Inactive)

Game Master Itzi

Current Date: Gozran 17th, 4718 AR

Maps/Images on Google slides.

Goals and Notes

Loot Sheet


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Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory, already at the back of the room, reasons that most of what they have fought is elemental, not evil in these seed rooms. He debates for a split second, then pulls magic out of the wand of Cat’s Grace to touch Tygrah and grant her increased coordination (and a higher initiative bonus).

He then hangs towards the northwestern end of the room, hoping to have an angle of attack at whatever comes out that door!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Fortitude: 1d20 + 14 ⇒ (2) + 14 = 16

"Look out!" Tygrah shouts, backing away from the doors.

Total Defense

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion does as his wife orders and steps back.

Haha! Fooled you! He didn't charge! :P


GM Die Rolls:

Heat Damage: 2d6 ⇒ (1, 6) = 7

The iron doors scattered across the eastern wall slam open releasing jets of super-heated gases.

Ashlion, Rory, and Tygrah each take 7 points of non-lethal damage from intense heat and muscle spasms. You can make a DC 14 Fortitude save for half damage. Also make a DC 14 Fortitude save or be staggered for one round.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Previous Fort vs Damage: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Sorry, missed this earlier.
Current Fort vs Damage: 1d20 + 6 ⇒ (11) + 6 = 17
Fort vs. Stagger: 1d20 + 6 ⇒ (9) + 6 = 15

Ashlion sets himself against the wind, hunkering his bulk down to avoid being moved. It takes him a moment to stand and shake his head clear.

"EVEN HOTTER THAN HOME!" He sounds impressed...


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Fortitude versus heat: 1d20 + 2 ⇒ (1) + 2 = 3
Fortitude versus stagger: 1d20 + 2 ⇒ (19) + 2 = 21

Could we see what squares are affected by the heat? I am hoping Rory is on the upper edge...


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Fortitude: 1d20 + 8 ⇒ (15) + 8 = 231d20 + 8 ⇒ (6) + 8 = 14

"Aye, brisk indeed!" Tygrah declares.


Rory of the Tiger Eye Monastary wrote:
Could we see what squares are affected by the heat? I am hoping Rory is on the upper edge...

It affects the entire room. Sorry. :(


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

"Let's get through here quickly then!" calls Rory, moving quickly to the east and opening the door to allow the others to move out of the intensely hot area near the grate.

Rory appears to be a bit out of breath and a profuse sweating has started on his smooth head, seeming to well out from beneath his topknot.


GM Die Rolls:

Heat Damage: 2d6 ⇒ (6, 2) = 8
Magdi's Fortitude Save: 1d20 + 5 ⇒ (12) + 5 = 17
Magdi's Fortitude Save: 1d20 + 5 ⇒ (6) + 5 = 11

Fire Damage: 1d6 ⇒ 1
Heat Damage: 1d4 ⇒ 3

The rest of the group follows Rory through the room, moving as quickly as possible.

Bavick takes 8 points of non-lethal damage from intense heat and muscle spasms. He can make a DC 14 Fortitude save for half damage. Also make a DC 14 Fortitude save or be staggered for one round.

Through the door lies another room that if anything is even hotter than the previous one. Charred stone walkways cross over a shallow pool of boiling water in this room’s center. A sturdy treasure chest is bolted to the floor in the northeast corner. A red, fist-sized orb floats three feet above the room’s center.

Standing on one of the walkways between you and the orb is a humanoid figure made up, of all things, ice.

Knowledge (arcana) DC 15:
The figure is an ice golem. They're resistant to weapons not made of adamantine. Electrical damage slows it down. Cold damage heals it. Normally they're vulnerable to fire, but given the room's environment that may not apply here. They're also very resistant to magic.

With the intense heat in this room, everyone takes 1 point of fire damage and needs to make a DC 13 Fortitude save or take an additional 3 points of non-lethal damage.

Initiatives:

Ashlion: 1d20 + 1 ⇒ (17) + 1 = 18
Bavick: 1d20 + 4 ⇒ (20) + 4 = 24
Rory: 1d20 + 2 ⇒ (11) + 2 = 13
Tygrah: 1d20 + 2 ⇒ (2) + 2 = 4
Magdi: 1d20 + 0 ⇒ (9) + 0 = 9
Argil: 1d20 + 2 ⇒ (2) + 2 = 4
Golem: 1d20 - 1 ⇒ (10) - 1 = 9

Combat Begins!
Round 1

Everyone except for Tygrah may act before the creature. Map is updated!


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Do the Survival bonuses still apply against the higher levels of damaging environmental effects?
Fort, Survival: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Fort, Survival: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

8 NL but not staggered.

---
Next room:
Fort, Survival: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
1 lethal

Puzzled, Bavick nevertheless moves drawing his bow and shoots the ice creature.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage, SA: 1d4 + 2d6 ⇒ (3) + (2, 3) = 8


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Knowledge Arcana: 1d20 + 4 ⇒ (6) + 4 = 10

”Hmm...Must be some kind of fire-resistant ice creature,” thinks Rory, ”That gives me an idea.”

Not exactly sure what to do about the ice creature, Rory sees everyone taking heat damage and moves over to Magdi (2 squares west), using the last of his Qi to inure the healer from heat (Resist Energy/Fire 10), saying, ”Keep us alive, if you would.”

Fortitude Save: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Note that Tygrah has Cat’s Grace up (+4 Dex), Ashlion might have a round or two of Protection From Evil up, everyone has Resist Electricity and now Magdi has Resist Fire. It doesn’t change the initiative order when she rolled a 2, but the AC and potential ranged attack bonuses should help.


Thanks for the reminder. :)

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion strides forward and slams his axe at the creature.

Attack!: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Damage: 1d12 + 13 ⇒ (5) + 13 = 18


GM Die Rolls:

Breath Weapon: 3d6 ⇒ (6, 2, 4) = 12
Breath Weapon Delay: 1d4 ⇒ 2

Bavick's arrow chips a piece off the construct's shoulder, but the half-orc's axe doesn't seem to get past the thing's innate toughness. Magdi steps past Rory and touches Tygrah. She feels strength welling through her.

The figure opens up its icy maw and a blast of freezing cold envelopes Ashlion.

Ashlion takes 12 cold damage. Reflex DC 13 save for half damage. Tygrah is the recipient of bull's strength (+4 Strength).

Tygrah is up!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

With muscles bulging, Tygrah takes her terbutje in both hands as she moves in to flank with her husband and hacks at the golem!

Two-Hand Terbutje PA, Flank: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 16 ⇒ (1) + 16 = 17

Movement will provoke AoO, current AC is 21

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ref: 1d20 + 3 ⇒ (8) + 3 = 11

"NOT LIKE HOME!" Ashlion declares as he's covered in snow.


GM Die Rolls:

Golem Slam: 1d20 + 9 ⇒ (7) + 9 = 16
Golem Slam Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Golem Slam Cold Damage: 1d6 ⇒ 6

Electrical Blast: 1d20 + 7 ⇒ (10) + 7 = 17
Electrical Damage: 2d6 ⇒ (6, 5) = 11

Tygrah easily ducks under an icy fist as she slips by the frozen figure. She slams her weapon into it and shards of ice vaporize almost instantly as they scatter. Argil flits through the hot, damp air and sends an arc of electricity towards the construct.

Round 2

Bavick, Rory, and Ashlion are up!


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick stows his bow, then moves drawing his sword.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory hustles along the western wall and circles around behind Tygrah, just making it to the floating red sphere ‘seed’. Reaching out a hand towards it, he starts trying to discern its magic & how he might sever its likely link to the plane of fire.

Double move puts Rory south of Tygrah. No actions left this round to interact with the seed, but perhaps a relevant knowledge check before trying a UMD next round.

Knowledge Arcana: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Attack: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27 Damage: 1d12 + 13 ⇒ (2) + 13 = 15

This time Ashlion lands a solid blow, cutting deep into the ice!


GM Die Rolls:

Golem Slam: 1d20 + 9 ⇒ (2) + 9 = 11
Golem Slam Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Cold Damage: 1d6 ⇒ 4

Golem Slam: 1d20 + 9 ⇒ (18) + 9 = 27
Golem Slam Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Cold Damage: 1d6 ⇒ 2

Bavick moves around the boiling water to approach the construct from another direction. Ashlion's axe shears off a huge section of the creature and clouds of steam billow off the rapidly melting ice chunks. Rory examines the energies coming off the seed and can tell that it's identical to the other he disabled, but connected to the plane of fire.

Magdi moves in behind Ashlion and casts a spell upon him.

The mindless automaton swings its icy fists at Ashlion. He manages to dodge the first one, but the second catches him out of position.

Ashlion receives the benefit of resist energy and now has Resist Cold 10. He is also hit for 4 points of bludgeoning damage and 2 points of cold (which he ignores).

Tygrah is up!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah swings again.

Terbutje: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d8 + 16 ⇒ (5) + 16 = 21


GM Die Rolls:

Elemental Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Elemental Damage: 2d6 ⇒ (4, 1) = 5

Both Tygrah's swing and Argil's blast of electricity fail to do any damage.

Round 3

Bavick, Rory, and Ashlion are up!


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

"Ashlion, attack and step to the side!"


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory sets a hand on the fiery seed and attempts to sever its connection with the plane of Fire.

Use Magic Device: 1d20 + 10 ⇒ (2) + 10 = 12

...at least it wasn’t a 1 on the d20...

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion, deep in battle rage, does step to the side. Bavick can take the credit.

Attack: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32 Damage: 1d12 + 13 ⇒ (1) + 13 = 14
Crit?: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31 Damage: 2d12 + 26 ⇒ (6, 3) + 26 = 35

He then splits the creature down the middle with a single blow and a mighty roar!


GM Die Rolls:

Slashing Damage: 3d6 ⇒ (2, 2, 4) = 8
Cold Damage: 2d6 ⇒ (1, 6) = 7

With a single powerful blow of his enchanted axe, Ashlion shatters the golem, sending razor-sharp shards of ice flying through the air in an explosion of energy.

Everyone but Bavick takes 8 points of slashing damage and 7 points of cold damage. You can make a DC 13 Reflex save to halve the damage.

Combat Ends!

Rory spends a few moments manipulating the energy of the elemental seed until he finally severs its connection to the elemental plane of fire. The change in the environment is almost immediate. The painful burning heat is reduced to just uncomfortable and the roiling of the water begins to subside.

That roll was a fail, Rory, but there's nothing preventing you from taking 10 and that's all you'd need.


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Reflex: 1d20 + 10 ⇒ (15) + 10 = 25

Tygrah nimbly dodges away from the exploding ice, only taking a few shallow nicks. "You literally made it explode, husband! That was incredible!" The half-orc laughs and leaps into Ashlion's arms, rewarding him with kisses.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Reflex Save: 1d20 + 3 ⇒ (2) + 3 = 5

Rory catches the brunt of the exploding ice, taking heavy slashing damage and some minor cold damage (Cold Resist 5 for 8 slashing and 2 cold damage). Holding on long enough to sever the seed’s connection to the plane of fire, he gasps for breath and sinks to his knees afterwards.


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick was going to jump in there for a flanking Spring Attack, but instead just watches in awe at Ashlion's blow.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ref vs. Ice: 1d20 + 3 ⇒ (11) + 3 = 14
Ref vs. Tygrah: 1d20 + 3 ⇒ (2) + 3 = 5

Ashlion ducks away from the worst of the ice and is promptly bowled over by his wife. He doesn't seem to mind however and accepts his rewards with great gusto.

I'm going to assume that the rewarding goes on for four rounds and covers the fatigue-after-rage period. :);)


Magdi looks around the not-quite-as-hostile chamber. "That should leave just one seed to deal with," he says. "Be aware, though, that once the fourth seed is deactivated the storm wall will be gone and we'll have to deal with Daruthek and whoever is assisting him with the ritual." He looks around at the injured group as Argil moves about as if examining each person. "I bring it up to point out that we may not have a chance to rest or recover resources once the final seed is disabled."

That wasn't very subtle, was it?


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory rubs his palms together and channels holy fire into his chest to heal his mounting wounds.
Ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8
Healing: 1d4 + 3 ⇒ (3) + 3 = 6 for both lethal and non lethal.

He answers Magdi, saying, ”While I fear that the storm grows more and more deadly with each passing hour, my Qi is nearly depleted for the day, I would rest if we can.”

Glancing over at the “treasure” chest, he adds, ”Bavick, what do you make of that chest over there?” Rory will cast “Vision of the Gods” (Detect Magic) to see what he can make of the chest himself.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

For all his good humor and enthusiasm Ashlion is covered in half-healed scratches and some mighty bruises. He hasn't complained but he's definitely not as healthy as he was even two hours ago.

HP is accurate - so below half. I've never got the hang of how temp HP works so I'm just taking the damage as normal.


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah is badly banged up as well. "A rest would do us good."


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Rory detects a number of magical auras emanating from the chest. The chest itself doesn't appear to be magical. Examining it further indicates that it is locked. The pattern on the lock, though, matches the pattern on the large key that you recovered from the eel's cave.

Unlocking and opening the chest reveals a pair of matching wands (one is flame sphere with 10 charges and the other is cure moderate wounds also with 10 charges). Resting between the wands is a set of ceremonial robes (worth 500 gp) and inside the robes is a silver headband (a headband of alluring charisma +2).


"Perhaps then we should use some of the beds in the barracks to rest?" Magdi suggests.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

”That sounds like a good idea to me, as long as the storm is not too powerful yet. It matters not if we defeat the Storm Callers after their ritual is complete and the town is destroyed.” Thinking for a moment, he asks, ”Magdi, can you send Argil out to check on the power of the storm? If there is no time to rest, these items in the chest may give us enough power to prevail regardless...”

Rory clearly wants to rest, but he seems obsessed with saving the priestess...ah, that would be the town from the storm. Checking out the items, he says, ”I should be able to harness the magic in this wand and headband to enhance my Qi, and this other wand should be useful to Magdi for healing, if that is okay with the rest of you.”


The group takes rest on the bunks in the warm room and Magdi sends Argil out to scout the current conditions. He returns a few minutes later to pass along that the wind and weather are now making their effects known even through the heavy jungle canopy.

Dreading the delay, but knowing that to continue on in your current state would be even more of a risk, you make the difficult choice to sleep and recover.

8-10 hours later ...

You rise, fully restored and notice that the barracks is no longer warm, but cool and damp. Magdi points out that each day Argil can choose an affinity to either electricity or to cold. "Which would be preferable for the last day?" he asks.

Off to the last platform?


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

"Argil, how 'bout cold. A lizardfolk with hopes of bein' a Storm Kindler might be more like to protect themselves against electricity."

Off to the last platform!


GM Die Rolls:

Memory - Ashlion: 1d20 + 0 ⇒ (9) + 0 = 9
Memory - Bavick: 1d20 + 1 ⇒ (6) + 1 = 7
Memory - Rory: 1d20 + 0 ⇒ (19) + 0 = 19
Memory - Tygrah: 1d20 + 0 ⇒ (20) + 0 = 20

Cold affinity it is.

The group gathers at the floating stone platform again and removes the ropes to ride it around to the last platform. They reach it in due order and lash it stable.

Double doors etched with geometric swirls and curves representing wind stand at the top of a short flight of stairs to the north of this landing. The left door has a small keyhole. The pattern around the keyhole seems familiar somehow.

Tygrah then remembers that it matches the pattern on the key that Zaahku (the chieftess of the Song'o tribe) gave you.

Retrieving the key from the magical haversack, you use it to open the door. Interestingly enough, after using it, you notice that the door doesn't seem to be locked. What it might have done, you're not sure, but opening the doors reveals another room.

Dull, waxy hives line the walls of this chamber, spilling honey into filthy, insect-laden pools on the floor. Cobwebs fill the space between hives, and a stairway to the west leads up toward the howl of intense winds somewhere beyond.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Awaking refreshed and recovered, Rory goes executes his morning kata slightly better than normal, due to the new headband he is wearing (take 10 for Perform/martial arts is now a 21). Finishing his kata activates his "Ki Armor" (Mage Armor).

"For those of you who wish it, I can protect you somewhat from lightning, as I did yesterday," Rory remarks after their rest period is finished. (Speak up if you want 50 minutes of resist electricity 10.)

As they approach the final seed area, Rory considers that, given Magdi's advice, this battle is likely to spill into the final one. He says, "If you are ready, I will use my Qi to give us some short-term protections." Assuming the answer is 'yes' before we go into the hive room, Rory extracts the last bit of magic from the Cat's Grace wand to give Tygrah and Bavick +4 Dexterity for 3 minutes, then casts "Circle Block" (Shield) on himself, which will last 5 minutes. Loading his the new wand into the nunchukau in place of the spent one, he nods that he is ready!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

"Icky bugs. Watch your step."

Tygrah casts longstrider and keeps an eye out as she leads the way.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick will take another Ki Armor if possible, Rory. Thanks.

Bavick moves along, sword in hand, looking for traps.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
Bavick Whiteriver wrote:

Bavick will take another Ki Armor if possible, Rory. Thanks.

Bavick moves along, sword in hand, looking for traps.

Consider it done.


Initiatives:

Ashlion: 1d20 + 1 ⇒ (8) + 1 = 9
Bavick: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Rory: 1d20 + 2 ⇒ (3) + 2 = 5
Tygrah: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Magdi: 1d20 + 0 ⇒ (9) + 0 = 9
Argil: 1d20 + 2 ⇒ (5) + 2 = 7
Spider: 1d20 + 3 ⇒ (12) + 3 = 15

As you move past the web-covered hives, kicking large insects out of the way, three much-larger spiders drop from the shadows.

Combat Begins!
Round 1

Bavick may act before the spiders!

Map is updated.


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick stabs at the spider nearest him.
Rapier on Blue: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Attack?: 2d6 ⇒ (2, 2) = 4

No good position here to take - somebody is potentially getting flanked wherever I go.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Tygrah, Bavick, make sure you include the +4 to Dex in your stats for the next 3 minutes...I know Bavick should be at least +2 AC and Attacks.

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