| Ohrmizd |
"I wish we: Heshan, Ryhan, Khedron, Omari and Ohrmizd, were permanently immune to fire" answers back Ohrmizd.
He will then use detect magic to sense the direction from where the artifact effect is more powerful "Mmm... seems I can feel the power of the artifact too guys, if you look for it, it permeates everything, every piece of wall, but it seems to be more intense from one place" and points to that place.
| Ohrmizd |
"Then I wish for the party to be resistant" Ohrmizd proclaims, no doubt in his voice.
| Foxy Quickpaw |
Discerning the direction of the source of power isn't that hard, once one recognizes it. But the knowledge is not really helpful without the possiblity to move through stone or earth. The paths that should lead there regularily are still a mystery and as the distance isn't know either, a blind dimension door is no guaranteed success either.
| Ohrmizd |
Ohrmizd bows in front of Sharzathared as the group is blessed by the water elements "I won't easily forget the blessings of Shazathared, if there is anything else I can do to placate your loneliness, just call me up"
As towards the others, he explains what is discovered by the detect magic "It seems we will need to uncover new paths for this side of the fortress is apparently explored. Let's trace back to the labyrinth, maybe now that we are better protected we can find if we left some relevant exit, or perhaps we can try to explore the caves in the vortex of lava"
| Omari the Landless |
Well, that will save me some Energy Resistance spells... Good deal Ohrmizd.
"It is enough that you don't forget about me, once you find a way out of here."
"We will keep faith, Lady, we will keep faith"
@Foxy, can you edit the map to show the 2nd secret door room? Also, I am currently assuming we have searched for secret doors in all the rooms up here. If not ...
Perception: 1d20 + 11 + 4 + 5 + 2 ⇒ (3) + 11 + 4 + 5 + 2 = 25
11 rank +4 wis+5 racial+2 Hunter's Blessing
| Ohrmizd |
"I could not forget of Shazathared, the freshness of the Plane of Fire" Ohrmizd smiles before giving farewell.
"Time to find other paths in the upper levels" Ohrmizd traces back to the stairs and starts making it back to the previous rooms trying to find alternative path.
Perception: 1d20 + 17 + 2 + 2 ⇒ (20) + 17 + 2 + 2 = 41
Also keeping detect magic up from time to time in case it helps to find the way.
| Heshan Antar |
"Ooh, that could have been bad." Heshan remark as they walked out. While they continued on their journey, Heshan walked on.
"The thing with wishes is that they might not end up the way you hope. There isn't magic that I know of that gives you complete immunity to fire."
| Foxy Quickpaw |
The party tracks their way back to the starting point. On the way back you come past the bodak and the mamluks in their original camp again who are discussing where to go next, why and how.
The trap door is still walled off as a reminder and safety meassure and can be passed safely. Finally you are back in the basement with the fire curtains in the passages. The first passage has no fire curtain and has the number four written in ignan over the door. Other than the other rooms you've been in this room has no stylized animal on the roof.
| Omari the Landless |
Once we are safely away (out of hearing) from the Bodak and the Mameluks again, Omari looks to Ohrmizd: "Should we settle with the undead abomination before we go any further?"
| Ohrmizd |
"Is there anything we can do to counter his death stare, or at the least to make a battle with closed eyes something doable?" Ohrmizd looks specially at the casters who probably have a hard time using magic with closed eyes at any degree of success.
Meanwhile, he points to the sheet of fire the group came from "We can try to find out hidden rooms in the maze of fire. What do you think?"
| Omari the Landless |
"Is there anything we can do to counter his death stare, or at the least to make a battle with closed eyes something doable?" Ohrmizd looks specially at the casters who probably have a hard time using magic with closed eyes at any degree of success.
Meanwhile, he points to the sheet of fire the group came from "We can try to find out hidden rooms in the maze of fire. What do you think?"
"Given a few minutes to pray, I could ward one of us against necromantic effects (Pray to fill an empty slot with Death Ward) , or I could protect us all with a more generic warding against evil (Communal Protection from Evil), but I think that the best solution might simply be to kill it quickly..."
We never actually got an answer about if the Azer soldiers detected as evil did we? Your tried HERE. WRT to protecting us from the death gaze, the best I can do is death ward one of us, unlike 3.5, that's only a +4 to saves not immunity...
| Ohrmizd |
"Ok, let's have this done so we can focus on our primary mission. Let's just try to avoid killing the azers, ok?" Ohrmizd finally concedes after evaluating the needs of the fight against Javhul, the possibility of redemption of an undead, the apparent status of the azers and his tenets to strike on evil "Let's offer the azers to leave the bodak and join the fight against Javhul before we start the fight"
Ohrmizd will renew his shield of faith if needed and add flames of the faithful before going back into the bodak's room.
HP 113+7/113 DR 5/adamantine (50/50) AC 31 TAC 16
flames of the faithful 11 rounds
shield of faith 11 min
heroes' feast 12 h
hunter's blessing 11 h
keen edge 110 min
bloodhound 110 min
clay skin 110 min
heroism 110 min
heightened awareness 110 min
| Omari the Landless |
"Ok, a rough plan - Heshan as we walk in, distract them - whether it's a display of magic (Dancing lights or prestigidation), or letting rip the world's largest fart, I don't care, but get their eyes on you (Bluff check to distract and seize init). Ohrmizd, you get right up in it's face, so it's more than 30' from the rest of us and it can't rush up to us. Avert your eyes and try to intimidate the Azers into staying out of it. At that point, Rayhan, Heshan, and I bombard the Bodak with everything we have, and Khedron protects us from any of the Azers joining in. What does everyone think?"
When Ohmizd is buffing, Omari will share Protection From Evil, Communal with the party (20 min apiece for Omari, Ohrmizd, Heshan, and Rayhan, 30 minutes for Khedron).
@Heshan, fire is usually pretty good against undead : Scorching Ray. @ Rayhan - don't know what you have memorized, but Magic Missile might be a good choice. Also, @pary - what do you say we give Rayhan the wand of Magic Missile (7th level, 17 charges) we found, so he can chip into combat with that if nothing else?
| Ohrmizd |
"In case of doubt, throw fire. I will try to be fine. And yes, agreed to give the wand to Rayhan" Ohrmizd takes the device from the party bag and hands it to the sage.
"Well, it sounds like a plan to me. So, let's do it." the Keleshite agrees.
| Ohrmizd |
"We come to free you from the evil grasp of the undeath. This is not about you Mameluks, stay away and you will be safe, leave free or fight with us against Javhul. Step up to protect the undead and you will die" Ohrmizd menaces while he strides towards the bodak, closing his eyes if he sees it up to do its thing.
Intimidate+HR: 1d20 + 22 + 2 ⇒ (8) + 22 + 2 = 32
| Foxy Quickpaw |
Heshan: 1d20 + 4 ⇒ (12) + 4 = 16
Omari: 1d20 + 4 ⇒ (3) + 4 = 7
Rayhan: 1d20 + 10 ⇒ (4) + 10 = 14
Bodak: 1d20 + 6 ⇒ (12) + 6 = 18
Mamluk: 1d20 + 1 ⇒ (12) + 1 = 13
Mamluk: 1d20 + 1 ⇒ (6) + 1 = 7
Mamluk: 1d20 + 1 ⇒ (1) + 1 = 2
Mamluk: 1d20 + 1 ⇒ (11) + 1 = 12
Mamluk: 1d20 + 1 ⇒ (13) + 1 = 14
Mamluk: 1d20 + 1 ⇒ (12) + 1 = 13
Mamluk: 1d20 + 1 ⇒ (2) + 1 = 3
Ohrmizd, Heshan, Rayhan <--
| Omari the Landless |
I am assuming the Azers have actively been intimidated into compliance...
Ok, it's really hard to run a fight without a map, so I am sketching again. @FOXYThe dimensions will no doubt need adjusting, as will creature placements...
From the pit trap, we have an octogonal room, which lead into their camp room. Then into a
3ed room, where the bodak is. Then into the worm pit...
Pink no signs are Azers, and the black smiley face is the bodak...
| Omari the Landless |
Omari and Khedron move into the room, taking a position on the wall opposite the door to where the bodak is (with Khedron shielding Omari from the Azers).
Move action – Omari, Khedron
Omari fires a shot at the Bodak...
Standard Action – shoot the bodak
To Hit: 1d20 + 8 + 4 + 1 + 1 ⇒ (2) + 8 + 4 + 1 + 1 = 16
8 bab +4 dex +1 enhancement +1 Heroes feast and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties (ie. Ohrmizd)
Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6 (magic (bow), cold iron (arrow)
+1 enhancement +2 str
Omari prepares to shoot the bodak as soon as it shows itself
[ooc]Ready an action – shoot the bodak as soon as it appears...
To Hit: 1d20 + 8 + 4 + 1 + 1 ⇒ (17) + 8 + 4 + 1 + 1 = 31
8 bab +4 dex +1 enhancement +1 Heroes feast and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties (ie. Ohrmizd)
Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4 (magic (bow), cold iron (arrow)
+1 enhancement +2 str
| Ohrmizd |
K. religion+HA+HR DC 23: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26
"Do not lose your time with fire for this bodak is immune to it" Ohrmizd explains the group from what he has observed.
Without any lose of time, he proceeds to judge the bodak with a rapid succession of swings on the undead.
Zenzirad-PA+HR: 1d20 + 14 - 3 + 2 ⇒ (20) + 14 - 3 + 2 = 33
Magical/Slashing damage+PA+frost+destruction: 1d6 + 5 + 6 + 1d6 + 4 ⇒ (5) + 5 + 6 + (3) + 4 = 23
Critical?: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
Magical/Slashing damage+PA: 1d6 + 5 + 6 + 2 + 4 ⇒ (4) + 5 + 6 + 2 + 4 = 21
Then, he closes his eyes, knowing what the bodak is most likely to attempt next.
HP 113+7/113 DR 5/adamantine (50/50) AC 34 TAC 19 FF 31
judgement 3/4 (swift)
- protection (+3 sacred AC)
- destruction (+4 sacred damage)
shield of faith 11 min
heroes' feast 12 h
hunter's blessing 11 h
keen edge 110 min
bloodhound 110 min
clay skin 110 min
heroism 110 min
heightened awareness 110 min
| Heshan Antar |
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"Luckily for me, fire is not my standards of expertise." With a smile, Heshan maneuvers himself next to Khedron before flinging a spell of electric fireball. Not at the bodak, but in the area behind it so that it would hit the undead but not Ohrmizd as well as avoiding its gaze.
Enhanced Fireball, electricity, DC 19 for half: 15d6 ⇒ (6, 6, 4, 4, 6, 4, 6, 2, 3, 3, 3, 6, 4, 3, 3) = 63
| Foxy Quickpaw |
Ohrmizd cuts deep into the rotten flesh, and the magic missiles hit too. Omari's arrow goes wide. The bodak doesn't seem to bother about electricity either. It stares at Ohrmizd and everyone not closing their eyes is in danger of dying. Two of the Mamluks die.
The other Mamluks are confused and indecisive.
Fort: 1d20 + 8 ⇒ (5) + 8 = 13
Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Ohrmizd, Heshan, Rayhan <--
Bodak
Omari
| Ohrmizd |
Thanks to his bloodhound scent, Ohrmizd knows where the despicable corruption of life is, and he slashes in succession to bane the undead "In the name of Light and Life, I sentence you to the true death!"
Zenzirad-PA+HR+bane: 1d20 + 14 - 3 + 2 + 2 ⇒ (3) + 14 - 3 + 2 + 2 = 18
Magical/Slashing damage+PA+frost+destruction+bane: 1d6 + 5 + 6 + 1d6 + 4 + 2 + 2d6 ⇒ (3) + 5 + 6 + (1) + 4 + 2 + (1, 4) = 26
Total concealment (50% mischance): 1d100 ⇒ 24
Zenzirad-PA+HR+bane: 1d20 + 9 - 3 + 2 + 2 ⇒ (15) + 9 - 3 + 2 + 2 = 25
Magical/Slashing damage+PA+frost+destruction+bane: 1d6 + 5 + 6 + 1d6 + 4 + 2 + 2d6 ⇒ (3) + 5 + 6 + (6) + 4 + 2 + (1, 6) = 33
Crit?: 1d20 + 9 - 3 + 2 + 2 ⇒ (17) + 9 - 3 + 2 + 2 = 27
Magical/Slashing damage+PA+destruction+bane: 1d6 + 5 + 6 + 4 + 2 ⇒ (2) + 5 + 6 + 4 + 2 = 19
Total concealment (50% mischance): 1d100 ⇒ 38
Despite his good olfactory senses, Ohrmizd ends slashing just in the air.
HP 113+7/113 DR 5/adamantine (50/50) AC 34 TAC 19 FF 31
bane 10/11 (swift)
judgement 3/4
- protection (+3 sacred AC)
- destruction (+4 sacred damage)
shield of faith 11 min
heroes' feast 12 h
hunter's blessing 11 h
keen edge 110 min
bloodhound 110 min
clay skin 110 min
heroism 110 min
heightened awareness 110 min
| Ohrmizd |
Ohrmizd keeps slashing forward until he is informed the bodak is already destroyed, time when he opens slightly one of his eyes, then finally both "Good, well done. The power of Light wins once more the curse of undead"
Then he raises his head to look at the mamluks "You are free now my good friends. I am sorry you had to force yourselves in front of the undead menace. But now you can go or you can join us in our fight against Javhul, the better you prefer"
Diplomacy+HR: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
| Omari the Landless |
"And one less abomination wanders the universe. Well done Ohrmizd."
While Ohrmizd is talking to the mamluks, Omari will search the bodak's remains (using detect magic) (and whatever it's been using as a bedroll & camp gear).
Perception: 1d20 + 11 + 4 + 5 ⇒ (14) + 11 + 4 + 5 = 34
11 rank +4 wis+5 racial
| Ohrmizd |
Taking the silence of the mamluks for an answer, Ohrmizd just shrugs and turns to his own group "Well, now we can focus on our search for Jhavhul and the artifact that keeps trapped Shazathared"
"Do you think we left any room unvisited in the labyrinth of fire doors?"
| Omari the Landless |
"I am unsure if there are rooms unvisited in the labyrinth of fire doors, but if we can make our way back to where we started, we can get outside the maze to the lava tunnel. Once there, with appropriate magic (Air Walk, Communal), we could at least explore the lava tunnel a ways..."
| Heshan Antar |
"Right, electricity does not work well on the undead. This will be annoying," Heshan said in a rare grimace.
Back to the group, Heshan nods. "At least moving around will not be much of a problem with our magic."
Heshan uses this time to cast Mage Armor and Protection From Arrows on himself.
| Ohrmizd |
"Good. Sounds like a plan" Ohrmizd comments, then he starts to do the fire doors in reverse order to which they initially made, trying to find once more the lava vortex.
Surivaval+HR (if orientation is needed): 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
| Omari the Landless |
Omari facepalms and says "Hold up, we are fools! The Azers got into this place by some route, and it was not through the chamber of the brass-men, as they did not fight them for us. So they can tell us how they got into this place, and thus tell us where a route out is. This will also uncover a portion of this complex that we have not explored..."
Yeah, that occurred to me last night.
| Ohrmizd |
"So they came through the lava stream? Well then... even more of a reason to go back to there" Ohrmizd resolves after hearing the explanations "You are right Heshan, let's just not do dump stupid things, we just fly over carefully, and if we find the way blocked by a full mass of lava, we trace back and find another solution."
Then, he starts to do the fire doors in reverse order to which they initially made, trying to find once more the lava vortex.
Surivaval+HR (if orientation is needed): 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
| Foxy Quickpaw |
Ohrmizd easily finds the way back, but that is not the preferred way to not get burned. Three out o ffive flame curtains are not cold.
Fire Dc22 for half: 10d6 ⇒ (4, 5, 3, 1, 2, 2, 6, 1, 1, 6) = 31
Fire Dc22 for half: 10d6 ⇒ (6, 1, 1, 6, 6, 2, 6, 4, 2, 4) = 38
Fire Dc22 for half: 10d6 ⇒ (5, 5, 2, 5, 1, 3, 1, 6, 3, 1) = 32
A low brass landing with a short plinth standing at its northern edge extends along one wall of this large chamber that is otherwise filled with a bubbling pool of bright red molten lava. A wide tunnel extends to the north, from which the lava issues in a languid flow. A single lancet archway extends from the landing to the east but is backed by a curtain of crackling flame. Most menacing of all the chamber’s features, however, is the wide swirling vortex of lava that occupies its western wing, pulling the liquid rock in an inexorable whirlpool of infernal heat and death.