| DM Brainiac |
Hydraulic Push: 1d20 + 21 ⇒ (10) + 21 = 3113d6 ⇒ (3, 2, 3, 3, 1, 5, 6, 6, 2, 4, 2, 3, 4) = 44
Though Issi misses again, Sadiki strikes the undead foe with a blast of pressurized water. The man shouts with rage, and then he explodes in a blast of flame!
Burning Sacrifice: 6d6 ⇒ (5, 4, 1, 1, 3, 3) = 17
17 fire damage to Issi (DC 27 basic Reflex save). Creatures that critically fail their saves are marked with Walkena’s religious symbol on a visible area of their body, which remains for 1 day.
In the aftermath of the fight, you regroup with the other members of the delegation. They were similarly hard-pressed to fend off their own undead assailants, but they managed to defeat them.
Issi Flamehair
|
Ref: 1d20 + 18 ⇒ (19) + 18 = 37
Issi has a sneaking suspicion that the assassin has a last surprise in store and drops behind her bed fast enough to avoid taking any damage at all from the fiery explosion.
Moving swiftly the sisters join the rest of the delegation in dispatching their assassins.
"Not quite the welcome I'd hoped for." Issi says grimly. "Perhaps we are not as welcome as we thought..."
| DM Brainiac |
"Or perhaps it was a test," Izem says as the other lore-speakers tend to the injured. "I would not put it past Walkena to decide to send would-be assassins to see if we would survive their attack."
You remain wary, but there are no more attacks that night. The next morning, a squad of Jackal Guards arrives to escort the delegation to the Temple of the Deathless Child in the center of the city. If you bring up last night’s attack, the Jackal Guards remain silent about the matter. They don’t know anything about it, but they’re not particularly surprised.
An enormous staircase leads up to the towering temple. Several small buildings connect to the main structure at various points along the temple’s height. Ascending the stairs is a long and arduous process. Waiting at the top of the staircase is Nkiruka, who simply greets everyone with, “Welcome. The sun shines brightly this morning,” before turning and entering the temple.
Nkiruka leads the delegation to a large meeting chamber located deep inside the temple. The room contains a large, low table with comfortable cushions, and a sideboard with a collection of drinks, local fruits, and charred and highly spiced meat. She proceeds with small talk and niceties as she gets everyone situated. "Was your first night in Mzali a restful one?" she inquires.
| DM Brainiac |
"It was... restful enough, thank you," Sadiki says, surmising there would be little to gain by mentioning the attack.
After a few more minutes of small talk, Nkiruka excuses herself and leaves the meeting chamber. Several hours pass with no sign of her. A few of the other lore-speakers begin to grow restless, but the Jackal Guards inform them that they are not allowed to leave the room until she returns.
As noon rolls around, Nkiruka finally returns and sits at the table. Servants trail behind her, bringing more food and drinks.
Nkiruka lets out a short sigh. "Thank you so much for your patience. It’s so wonderful to see the patience of the Magaambya in full force in this room. It is truly humbling. Before we get to any matters of significance, I must apologize. Walkena is tired from his morning walk through the city and will be unable to meet with you today. Instead, I shall speak on his behalf.
“Be aware, this is likely to be a common occurrence. Walkena loves the people of his city, and he will always put them, and the miracles he performs for them, first. As such, I believe I will be meeting you as his representative for the majority of your stay in Mzali. Please understand that Walkena is very busy, but every word you speak to me will reach his ears as if he were here. I urge you to put the thought of speaking with Walkena out of your heads for the moment and direct your attention to me.
“I am Walkena’s Voice. He speaks through me. I understand that you might be here to ease Walkena’s punishment on those who are not Mwangi and perhaps even open the gates of Mzali to outsiders. I see that as a very noble and courageous goal, one you might very well obtain if all goes well here. But know this: if you don’t work with me, your goals will melt away like so much ash in the Pasuango River. I have seen the ash Walkena creates when he is displeased, and I recommend we work together to avoid creating more.”
After this introduction, Nkiruka suggests a short break for all to wash and eat. The other members of the delegation are frustrated to be stuck dealing with her, but only Koride is rude enough to grumble about “talking with that stiff-necked puppet” loud enough to be overheard.
Once the break is over, Nkiruka asks everyone to sit down, this time in a much friendlier tone. She explains that she uses spells to foil magical eavesdropping, detect lies, and spot invisible intruders. She explains that this is all merely a deterrent for unfair or unscrupulous negotiations and she simply wants an even playing field for all parties involved.
Nkiruka then proceeds to explain the nature of Walkena’s thinking. The undead king is a fickle person, sometimes full of joy, and other times unreasonable or prone to fits of rage. Walkena is aware of his mannerisms and uses the Council of Mwanyisa and others to direct him toward making informed and reasonable decisions. Nkiruka explains that convincing Walkena is in fact a matter of convincing the god-king’s inner circle and the Council of Mwanyisa of working with the Magaambya. The more people the delegation is able to convince or outright win over, the more likely Walkena will acquiesce to the delegation’s requests. Nkiruka herself intends to remain impartial in all matters, but she does hope to see the city do better, if only to further her own renown as Walkena’s Voice. She notes that she refuses to decide any matters herself, but she is more than happy to speak to Walkena about anyone else the delegation has convinced.
In short, Nkiruka suggests the heroes win over other important figures in Mzali and report back to her about the influence they earn. She will then pass word of this to Walkena and work to convince him to agree to the delegation’s goals.
With that, Nkiruka suggests the delegation return to their place at the Golden Mouse and rest for the day. She suggests the group take some time to get to know Mzali, travel around the city to meet its people, and learn about the other influential people who might help the Magaambya complete its goal. Nkiruka then stands, bows to the delegation, and leaves for the day.
First, social encounters in Mzali don’t use typical rounds. Diplomatic endeavors here take much longer than a standard social gathering. Instead, the heroes can engage in one round of social encounters per week. This round represents several days’ worth of Influencing or Discovering information about a specific individual. The delegation is assumed to work together, so all influence rounds include every hero, as well as the other lore-speakers. All lore-speakers are assumed to attend all diplomatic meetings, unless the heroes suggest one or more lore-speakers stay back at the Golden Mouse. These other members sometimes come into play during attempts to influence specific figures, as noted in those figures’ influence stat blocks.
Second, each notable figure grants rewards as noted in their influence stat blocks. These can be experience point awards, treasure, or other rewards that affect the heroes’ time in Mzali. The figure’s influence stat block notes when the heroes gain these rewards—this is typically after gaining a certain number of Influence Points with that figure.
Finally, the heroes must learn about a given individual before using Discover or Influence activities. Though the heroes might know the name of key figures in Mzali, they still have to put in the effort of learning where to meet with this figure and arranging a meeting with them using the Contact a Mzali Figure downtime activity.
CONTACT A MZALI FIGURE
DOWNTIME
You gather information on a notable figure in Mzali, speaking with contacts and putting your name out. You also attempt to arrange a meeting with the figure. Each figure requires a specific skill check or skill checks to properly contact them. The GM notifies you as to which skill or skills you can use and uses the DC listed in the figure’s entry. This activity normally takes 4 days, but if your allies are also working to contact the same figure, the time is reduced if any of you succeed. The activity takes only 1 day if both of you are engaged in this activity.
Critical Success You arrange a meeting with the figure and learn a bit of information that might be helpful when speaking with them. You can engage that figure in social encounters (Influence and Discover activities) in the future. You gain a +1 circumstance bonus to checks to Influence them or attempts to Discover information about them.
Success You arrange a meeting with the figure, allowing you to engage that figure in social encounters (Influence and Discover activities) in the future.
Failure You’re unable to pin down any information on the figure.
| DM Brainiac |
Asking around the city about important figures, Issi is able to learn about Themba Sufu. He is the leader of the sun warriors, Walkena's personal guard detail. Winning his trust will no doubt make Walkena more comfortable and willing to meet.
You also learn about a man named Wekesa, who is the current Voice of Mzali, an official position Walkena created to serve as a liaison for the needs of Mzali's citizens. Finding Wekesa is a surprisingly difficult task. The people of Mzali see him as an ally and are reticent to share his whereabouts. However, Issi manages to spot him as she wanders through the city.
Wekesa is a young Zenj man who dresses much like a priest of Mzali, dressing in colorful robes accompanied by dozens of golden bracelets. He marks his face with gold paint to make him stand out to the people he serves.
"You wish to talk to me?" he asks. "Then come, walk with me. We will talk as I make my rounds to communicate with the citizens. I do not want to lose much time for my standard duties."
Discovery DC 35 Diplomacy, DC 33 Mzali Lore, DC 30 Perception, DC 35 Society; Influence Skills DC 31 Mzali Lore (to talk about all Walkena has done for the city), DC 34 Deception, DC 34 Walkena Lore, DC 36 Diplomacy, DC 36 Society, DC 41 Intimidation
Issi Flamehair
|
Issi walks with Wakesa, discussing the society he serves and how it functions.
Soc, Lucky: 1d20 + 22 ⇒ (7) + 22 = 291d20 + 22 ⇒ (16) + 22 = 38
Despite an awkward start she is fortunate enough to see the craftswoman she bought from the other day and that human interaction is enough to get Wakesa to open up a little.
| DM Brainiac |
Sadiki Diplomacy, Luck: 1d20 + 24 ⇒ (11) + 24 = 351d20 + 24 ⇒ (2) + 24 = 26
Sadiki puts on the charm as she chats with Wekesa, helping him to warm up to the delegation's overtures.
The other members of the delegation offer their own insights. In particular, Nhyira is eager to talk about culture and art with Wekesa, and how it can lift public sentiment. Wekesa responds very positively to her suggestions.
While Nhyira is present in a social encounter with Wekesa, checks that would succeed in Influencing him are critical successes instead. So two critical successes.
By the end of the week, Wekesa has opened up about his past. Wekesa is the eldest child of a Zenj family that moved to Mzali after a flood destroyed their village. In a rare moment of generosity, Walkena took in the village’s survivors and offered them homes and citizenship, an act that endeared the young Wekesa to Walkena. From that point on, Wekesa dedicated himself to serving his new home of Mzali and his new patron, Walkena, hoping to live up to the example that Walkena set for him.
Wekesa is growing to like your delegation, seeing you as similar to the citizens that he serves. This small revelation is the first step for Wekesa to undo his xenophobic mindset. Soon enough, Wekesa has decreed you as honorary citizens of Mzali and communicated his approval to Nkiruka. The citizens of Mzali now recognize you as friends of Wekesa and more freely communicate with you.
The heroes gain a +2 circumstance bonus to checks to Contact a Mzali Figure.
When you return to the Golden Mouse after saying farewell to Wekesa, you find a heavyset man dressed in an elegant merchant outfit waiting for you. "You are the Magaambyans, yes? I am M'bele Numbe. I represent the Anthusis Traveling Merchant Guild out of Vidrian. My fellow merchants and I have been here in Mzali for several weeks, undergoing a process similar to you to earn the favor of Mazali's leaders, in the hopes of gaining an audeince with Walkena about opening trade with us. I hope that we will be done soon, but the leaders of Mzali have limited time to meet with outsiders. As we were here first, I believe the correct choice would be for you to stand down and keep to your pleasant quarters."
It’s not hard to recognize M’bele’s suggestion as a threat, and one born of desperation and fear.
Issi Flamehair
|
Issi, never one to be easily intimidated, raises an eyebrow - although the gesture goes unnoticed behind her mask.
"We all commiserate with your problems M'bele Numbe, however I believe you are at a misapprehension. The leaders of Mzali meet who they wish, when they wish. That much I can say with certain. Surely your best method would be to make yourselves useful around the city in order to earn their favor and respect, rather than 'keeping to your pleasant quarters'. We at the Magaambaya have always found that doing is better than not doing. How else would we all become so proficient in magics as varied as enchantment, the conjuring of djinn and the raising of the dead. Or my personal favourite." She adds with a bright smile and a fistful of lightning. "The harnessing of the elements."
Intimidate: 1d20 + 16 ⇒ (14) + 16 = 30
| DM Brainiac |
M'bele frowns, looking between Issi and Sadiki as both sisters give him stern glares. "Hmm. Perhaps... Perhaps we have gotten things off on the wrong foot. You must understand, it has taken Vidrian years of effort to get to this point. In the wake of our nation's liberation, we need all the allies we can get to kickstart our economy. Now we finally have a chance, albeit a small one, to make headway with Mzali, but the process has been quite frustrating so far."
He sighs. "I will not interfere with your efforts here. But perhaps there might be a way for both of our groups to work together? If we combine our efforts, we may be able to guarantee success for all involved."
Issi Flamehair
|
"Naturally we cannot compromise our own mission." Issi says slowly, playing the hard to convince negotiator. She looks towards Sadiki and the two hold a whispered 'conversation' which actually consists of a new bawdy joke Issi has learned and Sadiki chastising her sister for trying to make her laugh.
"But my colleague is right. Viridian is a place of hope in the Expanse and we would be delighted to work together for the common good. Why don't we eat dinner with the rest of our delegations so we can fill each other in on our knowledge and success thus far?"
| DM Brainiac |
Ove the next few months, you and the other lore-speakers make slow but steady progress in impressing the notable figures of Mzali. Some of them prove to be more receptive than others, but each is at least willing to grudgingly respect your delegation and its goals.
During this time, you are also contacted by a woman named Sihar, the leader of the Bright Lions. As a child, Sihar stumbled into an abandoned temple and learned of the Old Sun Gods of Mzali, the first rulers of the city who later ascended into divinity and watched over Mzali for generations. Having learned of their benevolence, she decided to work against Walkena and restore their kindly rule. The Bright Lions hide in plain sight within the city, with its members pretending to be devout followers of the god-king and slowly working their way into positions of power to topple the regime from within.
As High Sun-Mage Oyamba made clear at the outset of the mission, the delegation is not in a position to aid the Bright Lions. Sihar is an understanding woman, but disappointed when she learns that the delegation can’t aid her. Though the delegation can’t face off against Walkena, the Bright Lions recognize the good the delegation is trying to do for the people of Mzali and are willing to help.
With Sihar's and M'bele's help, soon enough, you convince the council and Nkiruka to support your goals. At last, Nkiruka agrees to set up a meeting with Walkena himself. The meeting with Walkena takes place within the throne room of the Temple of the Deathless Child. The entire Magaambya delegation is present, along with Nkiruka, Walkena's chief bodyguards and advisors, and two dozen reborn sun warriors standing vigilantly at attention.
Clad in white silk robes, a golden shawl, and a radiant crown, Walkena strides into the chambers, a look of confidence upon his young, sunken face. The rest of the people in the room throw themselves to the floor, prostrating before the god-king. With a gesture, he commands everyone to stand and return to their seats. He looks around the room, eventually resting his gaze on the Magaambya delegation, a warm but somewhat strained smile on his face. He begins to speak with a dry rasp to his voice.
“I understand you have worked hard to earn some time to speak with me. I’ve been told that you would ask me to enact some changes to the way I rule my city. Your efforts and your... persistence have truly paid off, I would say. I have considered the words you’ve shared with my officials and the words you’ve shared with me through Nkiruka. I think you will be pleased to hear that I agree. It is indeed time for some changes in Mzali, and you should be proud of all you’ve done here. Now then, let me tell you everything you’ve done for my beautiful city.”
Walkena elaborates, saying that he has agreed to rescind the death penalty as a punishment for all non-Mwangi individuals, citing exile as the worst possible punishment in these cases. He also eases requirements to receive his seal, and opens up trade to all outside traders, without requiring his seal, creating free trade between Mzali and the rest of the Mwangi Expanse, though other visitors still require Walkena’s approval to enter Mzali.
"I give you my word that I will enact these changes. But first, I would ask you to complete one favor for me."
Walkena calls for assistants, who bring in a number of old stone tablets bearing ancient Mzunu writing and symbology referencing fire and the sun. Walkena explains that these are the tablets of fire, prophetic tablets found near an abandoned temple outside Mzali. He declares that these tablets foretold the rise of Walkena to liberate Mzali from oppression and serve as a symbol of his rightful rule of the city.
Walkena believes that there may be more tablets of fire within the abandoned temple, which is known as the Shrine of the Eclipse. The temple has sat untouched for decades, and he fears that the jungle’s denizens may have made the temple unsafe for his archivists to visit. He wants you to clear the temple of dangers and bring any other tablets of fire you find there back to Nkiruka.
Issi Flamehair
|
Over the last few months Issi has learned not to do things like exclaim "Finally!" when people finally get around to the point, but she still has to resist the urge when Walkena asks for the delegation to do something fun for once!
"We will be honored to assist you, Great One." She offers with a bow. Anything about fire and the sun interests her and the chance to get out of the city and actually fight something is music to her jaded ears.
| DM Brainiac |
Walkena nods. "Thank you, honorable delegates. Finish this task, and I will complete my end of the bargain." His withered lips pull up in a smirk, then he turns to leave. With his exit, the sun warriors escort the Magaambya delegation from the temple.
"Good work!" Takulu tells you once you are back in your quarters. "The rest of the delegation will remain in the city to continue our diplomatic efforts. Travel safely, you two!"
You are now level 13!
| Sadiki |
As the sisters prepare for the journey out of the city, Sadiki chooses this moment to address her sister. "Issi, can we talk? I've noticed that you've been acting strangely since before we even came to Mzali. It seems like you're distant... Like you're pulling away from me. What is going on?"
Issi Flamehair
|
"It's ok." Issi says, packing her bag and not meeting her sister's eye. "We knew this would happen eventually didn't we? We're getting older, more established in ourselves and the Magaambaya. It's natural that you're thinking about next steps... love... family. You and Okoro are a really good couple, you'll be great. And I'll be alone." The last line is barely breathed as Issi turns away from her sister.
| Sadiki |
"Issi, no! You cannot think that to be true!" Sadiki exclaims. She takes her sister by the shoulder and turns her back around. "You will not be alone. This is a big world we live in, and I am sure you will find that person who is your perfect match. Somebody to spend your life with, if that is what you choose. And if you do not, you will always have me. Even if Okoro and I end up...end up as a family, you will always be a part of that family."
Issi Flamehair
|
"Thanks Sad." Issi replies, pulling her sister in for a hug. She sniffles slightly on her sister's shoulder and resolves not to ever infringe on the happiness she knows Sadiki and Okoro are going to find together.
"Well come on, this temple isn't going to rob itself!"
| DM Brainiac |
The journey to the Shrine of the Eclipse is relatively eventless. Though the jungles outside of Mzali are filled with dangers, the city’s guards keep the area immediately surrounding the city safe. You can follow the road north of town for the majority of the journey.
The path that leads to the shrine begins at the bottom of a small hill, a few dozen feet from the door. There are no markers or obvious signs leading the way to the shrine.
The simple dirt path leads up to a large stone building with a glass ceiling. The entrance to the temple is a large, open archway that leads into a small room. Decorating the walls inside are several repeating symbols that resemble a dark circle overlapping a bright circle. Double doors lead east and west; one door of each pair bears a sun icon while the other bears a moon icon. An archway to the north leads to a larger hall.
| DM Brainiac |
Fortunately, there don't seem to be any traps on the ground level. The side chamber contains several stone benches. A number of engravings and symbols are carved into the wall, most of them pertaining to the sun or moon. A search of the room uncovers a set of greater holy prayer beads that have fallen beneath a bench and are covered with dust and cobwebs.
Past this room is a small meeting room with a stone table and benches, then quarters that must have once housed the shrine's priests. The chamber is dilapidated, with the bed rotted away and compartments overgrown with rotten food. The opposite wing of the shrine has identical rooms.
Heading up the central hall, you enter the sanctuary. A huge golden altar stands at the northern end of this large room. A pair of stone statues lie toppled over on either side of the altar. Gold flecks and harsh chipping suggest the statues were once covered in gold but have since lost this precious outer layer to thieves. Rows of broken stone benches mark this room as a place of communal worship. Behind the statues are two open door frames, the remains of their stone doors now lying in broken heaps near the statues.
Once you have looked around the room a bit, you hear footsteps behind you. A small group of people enter the shrine. Their leader, a tall and muscular woman, steps forward with hands outstretched. "Do not be alarmed. I am Sewell of the Bright Lions. My intentions are peaceful. Sihar heard you were journeying to Mzali-Jimbuani and sent us to ensure the rumors were true. Sihar was always interested in this shrine but never had enough Bright Lions to spare for an investigation. With the temporary lull in our attacks on Walkena’s forces, Sihar thought it was the best time to search the shrine, especially with allies like you leading the search."
Issi Flamehair
|
"If you do not interfere with our mission then we shall not interfere with yours." Issi offers, glancing at Sad to see what her sister makes of the situation. "I trust that is not going to be a problem?"
SM: 1d20 + 17 ⇒ (18) + 17 = 35
| DM Brainiac |
Issi gets the sense that Sewell is sincere in what she has told you. Imposing size aside, she feels that Sewell is actually a gentle and kind woman at heart.
"Of course not. I thought we might work together, in fact. The rest of my squad can remain here and keep the shrine safe from intruders while I accompany you further. I know a fair amount about the Old Sun Gods and can translate the ancient language of Mzunu. Plus, I am no slouch when it comes to fighting!"
Issi Flamehair
|
"More help is never a bad thing." Issi replies with a nod. "We were just about to head down to the lower level. There isn't much else up here but maybe you good people can find something we missed."
Let's go down! (Not like that! :P)
| DM Brainiac |
"Then let us venture forth together!" Sewell declares.
Past the shrine, stairs lead down into a simple room that contains a large symbol carved into its floor, which depicts the moon crossing in front of the sun as part of an eclipse. A pair of hallways leads out of the room to the south, one with a moon symbol over its opening and the other with a sun symbol. Stairs to the south lead further down.
Both halls lead into a larger chamber. A trio of statues stand at the edges of this chamber. The statue in the northwest corner depicts a large, powerful lion made of gold. The northeast statue depicts a jet‑black lioness with the head of a woman and bright eyes. The statue against the south wall depicts a woman with golden skin and the head of a lioness. Each of the figures stands proudly. A large eclipse symbol is carved into the floor in the room’s center.
Before you can investigate further, two additional humanoid statues that were standing against the wall suddenly animate! The iron golems stride forward to attack!
Issi: 1d20 + 18 ⇒ (11) + 18 = 29
Sadiki: 1d20 + 21 ⇒ (15) + 21 = 36
Golems: 1d20 + 21 ⇒ (7) + 21 = 28
| DM Brainiac |
Sadiki sends a lightning bolt crackling between the golems, slowing them down. Sewell spins her sword and readies herself for the golems.
As the golems stagger toward you, one of the statues of the Old Sun Gods glows with light. More lightning arcs between the golems! Sewell delivers a powerful strike to one of the constructs as they get within melee range, but they are too slow to attack yet!
Issi Flamehair
|
"Just back away!" Issi yells, "They hate acid and I can do that!"
Acid Splash: 1d20 + 20 ⇒ (7) + 20 = 276d10 ⇒ (2, 9, 7, 5, 7, 5) = 35
She suits actions to words by retreating from the golems, quite content to stand halfway up the stairs and melt them one cantrip at a time if she has to!
| DM Brainiac |
As if in response to her words, another of the Old Gods' statues glows and fires an acid arrow at the same golem Issi struck. Sadiki grins and adds her own acid to the mix. The golem collapses!
Damage: 6d10 ⇒ (5, 10, 9, 1, 5, 5) = 356d10 ⇒ (5, 8, 8, 8, 10, 6) = 45
Sewell keeps the other golems occupied, taking a few hits but giving as good as she gets. As Issi and Sadiki fire more acid, the third Old God statue glows and reduces a golem to rust with its magic! The final construct goes down a few moments later.
"Ha! It seems that Sun Gods have power in this world yet," Sewell says when the fight is over. " Chohar, Luhar, and Tlehar have blessed us with their assistance."
Exits from this room are west, east, and south.
Issi Flamehair
|
Issi inclines her head to the statues, quite happy to show the Sun God's the appropriate respect. Power is undeniable and it would probably be her own chosen pantheon were she religious, so why not?
Picking a path at random she points east. "Let's try that way."
| DM Brainiac |
A squat stone oven is built into the northern wall of this spacious but mostly empty kitchen. Several stone shelves line the wall to the south and a hefty stone preparation table stands in the center of the room. An open archway connects with a smaller pantry to the east.
What tools and utensils remain scattered about have rusted to uselessness, but you do manage to find a greater cloak of elvenkind and a two sets of greater healer's gels among the debris.
| DM Brainiac |
Several plots of dirt are evenly spaced along this room, each surrounded by a thin trench of flowing water. The plots are overgrown with plants, making it difficult to see the floor. An open archway leads to a smaller room to the west. A large hole in the floor against the southern wall opens up to a massive tunnel below.
The room is filled with a dozen small creatures, crocodile-headed fey called bilokos. Their leader is a larger individual wielding an oversized hammer. When they see you, all but the leader draw back and begin murmuring among themselves. The leader steps forward with a wary look.
"I am Gambulami," he says. Suddenly, he begins to grow in size, until he towers over you and his head nearly scrapes the ceiling! "We could fight, but I would know if you would speak to us, instead?"
| DM Brainiac |
The biloko shrinks down to his normal height. "We could use your help," he admits humbly. "Several weeks ago, a dinosaur stampede displaced our band. Ill luck has plagued ue ever since. During our search for a new home, we stumbled upon this place. When we tried to leave, however, we found azure worms had moved into the chamber below, eagerly feasting on any of us who venture in that direction. The doors out were magically sealed, and so we have been trapped in here for quite some time. If you can help us escape, we would be most grateful!"
Issi Flamehair
|
"You wish to leave down, rather than up?" Issi asks. "We have entered the temple without issue so the jungle should be open to you if you want it. Tell us what you know about the temple and its levels and we will deal with the worms for you."
| DM Brainiac |
"There are two azure worms in the cavern below. A river above must have broken through the ground and formed a side stream and pool down below. There is a library and what looked like an archive room down there as well, but we did not look around very much," the biloko says. "If the way up is clear, as you say, and the doors no longer sealed, then we are happy to escape that way and avoid the worms!"
| DM Brainiac |
Sewell escorts the bilokos to the surface as the sisters explore th rest of this level. A significant portion of the room to the south is collapsed, blocking a fair amount of the room’s western side. A narrow gap in the ceiling near the collapse admits natural light. Countless bodies and bones litter the floor.
An undead creature shuffles about here, bright sunlight radiating out from its body! It hisses as it stumbles towards you!
Issi: 1d20 + 18 ⇒ (7) + 18 = 25
Sadiki: 1d20 + 21 ⇒ (6) + 21 = 27
Undead: 1d20 + 25 ⇒ (13) + 25 = 38
The undead intensifies its light to unleash a burning blast of energy!
Nova Burst: 12d8 ⇒ (7, 8, 3, 1, 2, 8, 2, 8, 2, 4, 4, 4) = 531d4 ⇒ 4
Both sisters take 53 fire damage (DC 34 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn.
Issi Flamehair
|
Fort: 1d20 + 21 ⇒ (4) + 21 = 25
Issi says something unrepeatable and shields her eyes as her new crown blazes into flame on her head. When the light dies down she tries to work out what on earth this thing is.
Appropriate Skill: 1d20 ⇒ 2
Unfortunately she has no idea!
Recall knw, stance, wait for eyes to clear.
| DM Brainiac |
Fortitude: 1d20 + 20 ⇒ (2) + 20 = 22
Cone of Cold: 12d6 ⇒ (6, 1, 2, 4, 2, 6, 6, 2, 3, 2, 1, 6) = 41
Undead Reflex: 1d20 + 21 ⇒ (19) + 21 = 40
Sadiki shrieks as the light burns her badly! She quickly lays hands on herself, then blasts the undead with a cone of cold. While it avoids the worst of it, the cold seems to be particularly effect! "Use ice magic!" Sadiki instructs her sister.
The monster keeps its distance, hurling beams of burning sunlight at Sadiki. Fortunately, only one hits the sorceress.
Sunfire: 1d20 + 25 ⇒ (4) + 25 = 291d20 + 20 ⇒ (16) + 20 = 361d20 + 15 ⇒ (7) + 15 = 22
Damage: 7d6 ⇒ (1, 5, 3, 1, 3, 3, 3) = 19
14 fire damage to Sadiki after resistance from energy aegis.
| DM Brainiac |
Cone of Cold: 12d6 ⇒ (6, 5, 3, 4, 1, 3, 3, 6, 2, 1, 6, 4) = 44
Reflex: 1d20 + 21 ⇒ (18) + 21 = 39
Sadiki fires another cone of cold at the undead, which once more avoids the worst of it. The monster dodges Issi's attack and reaches out for the magus with a claw. Its burning talons rake her side as it grabs a hold and begins to squeeze!
Claw: 1d20 + 29 ⇒ (11) + 29 = 40
Damage: 3d6 + 13 ⇒ (6, 2, 1) + 13 = 222d8 ⇒ (8, 2) = 10
Constrict: 2d6 + 6 ⇒ (4, 3) + 6 = 132d8 ⇒ (8, 5) = 13
22 slashing and 10 fire damage to Issi. She then takes 13 bludgeoning and 13 fire damage from Constrict (basic Fortitude DC 34).
Issi Flamehair
|
Fort: 1d20 + 21 ⇒ (7) + 21 = 28
Issi groans as the creature starts trying to cut her waist size and thanks it for the diet tips with another sword blow!
Spellstrike: 1d20 + 25 ⇒ (5) + 25 = 303d10 + 8 + 7d4 + 4 ⇒ (1, 7, 4) + 8 + (3, 4, 2, 2, 3, 3, 3) + 4 = 44