| DM Brainiac |
Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. They are the weakest of the genies, and they cannot grant wishes.
The janni's tent is full of comfortable pillows and divans to recline on. His servants clear a large space in the center of the tent, and with a wave of his hands, the janni conjures a feast of delicious food and heady wine. "This is so cool!" Mariama exclaims as she begins to partake of the repast.
The janni plies you with tales of adventure in exotic locales, boasting of his accomplishments and his strength in battle. At the end of the feast, he smiles broadly. "I must say, I have taken quite the liking to you two. You will make excellent additions to my harem!"
Issi Flamehair
|
"While we are flattered by the invitation," Issi replies carefully, "I am afraid we must decline. As students of the Magaambaya our first loyalty is to the school. We are not able to leave the city without formal permission, and we have important examinations coming up. I trust that you understand Honored One, it is simply impossible."
She fingers the bracelet she always wears, with a strategic slot in it for her wishblade.
I wish Sad was here, she'd talk him round in circles until he was giving us gifts for not joining him!
Without her silver-tongued sister available Issi keeps a pleasant smile on her face and starts reviewing the spell choices that give them the best chance of getting away.
| DM Brainiac |
"Nothing is impossible where genies are concerned!" the janni insists. "Surely a life of luxury and pleasure is preferable to one of study and toil! Come with me, ladies, and I will show you wonders you have never dreamed of!"
"Of course this would happen to me!" Mariama whispers. "If we get out of here, nobody is going to believe this story! But you better get us out of here, Issi! Quick!"
Issi Flamehair
|
Genie Lore, Is there any custom or rule that might help here? Guest rights etc?: 1d20 + 7 ⇒ (6) + 7 = 13
"I am sorry, Honored One." Issi says, keeping the smile plastered on her face. "But we are not staying with you. You freely offered us food, and we accepted, which makes us your guests. Unless you intend violence against students of the Magaambaya and to violate your role as host then you will let us go. I would hate to invoke a higher power, such as one of our teachers - experienced in the ways of binding and banishing."
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Issi Flamehair
|
Issi needs no second invitation, bowing to the janni and then beating a swift retreat, one hand clasped firmly around Mariama's. Once outside they run, dignity be damned, and only stop once they reach the precincts of the school itself.
"Ok..." Issi gasps, stopping to fan herself. "I don't know how you're going to tell this one Mari, but make sure our exit is more heroic when you do, right?"
Issi Flamehair
|
"Of course we're friends!" Issi replies with a grin of her own that just about holds in the nerves. "Life would be far too boring without you! Let's hope we can avoid any more kidnapping proposals from outsiders though!"
She nudges her new friend. "Or maybe next time I'll let them take you and run for it! I'm sure you could get out eventually!"
| Sadiki |
"He said what?" Sadiki asks with shock once Issi and Mariama return to the dorm. Sitting on her bed, she bursts out laughing, nearly spilling her drink. "Oh, Issi, I cannot leave you alone for a minute! He is lucky that he relented, or I would have had to track that genie down and kicked his ass!"
Issi Flamehair
|
"Are you saying I couldn't have done that?" Issi replies with a pout. "Just cause you're older. I could spank your butt on the training ground any day."
Still she had been wishing Sad was there so she decides to be magnanimous about it and move the conversation on. "How's classes with the trees going sis? We're starting a nice big project about the limits of illusion magic. So be careful if come over towards the waterfalls any time soon!"
| Sadiki |
"It's good so far. I still can't conjure anything more than a few blasts of water, but I'm sure my connection with the waves will get stronger as time passes. But in the meantime, my genie magic is developing, too. Look what I can do!"
The sorceress casts a spell, then she suddenly shrinks and gets quite furry! A small cat with fur the color of Sadiki's golden hair now sits on the bed. She meows and leaps down to rub herself against Issi's legs, purring happily.
Issi Flamehair
|
"Ok, you're adorable!" Issi says with a grin, scooping her sister up to stroke and snuggle her. "I think perhaps Shan-Ree got her magic wrong and this is your true form!"
She takes the time to explore her sister's cat body - finding out exactly where she likes to be stroked, tickled and scratched for maximum comfort.
"How long does this last anyway?" She wonders aloud, well aware that her sister can't answer. "The possibilities are endless..."
| Sadiki |
Sadiki purrs and stretches out, batting playfully at her sister's hands. She enjoys the attention until the spell expires after ten minutes and she grows back into her human form.
"About that long," the sorceress answers with a laugh. "I can turn into other small animals right now. Later on, I will be able to take other forms. I even may be able to change you, as well! We can get up to all sorts of fun together..."
| DM Brainiac |
You continue your studies over the next few days, also taking time to strengthen your growing friendships. Of course, in addition to your fellow students, you begin getting acquainted with some of the Magaambya's teachers. Koride Ulawa is popular among many students for her laid-back style and love of the macabre. She’s a Rain‑Scribe with a primary focus on magical ecology. Her favorite research areas are the parts of nature that many people find repulsive: fungus, decay, and insects. Her open and honest fascination with repellent subjects is oddly charming and often contagious. She’s the Magaambya’s most skilled entomologist in generations.
Koride’s many flaws also endear her to students. She frequently neglects her commitments, failing to show up for classes or forgetting to follow up on homework she assigned. She has a reckless disregard for rules, especially rules that promote safety, and she casually dismisses them as impediments to education. She’s shameless about giving the best opportunities and materials to her favorite students, overlooking
their mistakes with obvious indulgence. In short, she’s an irresponsible teacher, but with her popularity and the fact that she has yet to cause any real harm, her position at the Magaambya remains secure.
Your dormmates have varied opinions about Teacher Ulawa. Anchor Root, Chizire, and Haibram all like her teaching style; Anchor Root is one of Koride’s favorites, despite being exceedingly uncomfortable with that “honor.” Esi can’t stand Koride and wonders aloud why everyone doesn’t agree that she’s an awful teacher and a terrible person. Ignaci and Mariama do their best to avoid her, keeping their heads down in her classes.
For her part, Koride views new initiates as useful tools for her own ends, but she doesn’t see any reason to expend much energy being friendly with them.
One day, Teaher Ulawa summons you to her office in the Heron Archives, one of first ten buildings constructed for the Magaambya in the days of Old-Mage Jatembe. Each of these venerable buildings is named for one of the Ten Magic Warriors (in this case, Black Heron).
Heavy curtains cover the windows in Teacher Ulawa’s large office, with several oil lamps emitting a low light. A dizzying variety of glass encasements feature insects and reptiles, and a large cage hanging in a corner holds a small and surly vulture. Bookshelves are stuffed with papers, scrolls, and tomes in orderly piles. Shadow boxes on the walls hold dead insects pinned open to display their inner anatomy.
“You might have heard I’m the insect expert here,” says Teacher Ulawa, looking up from a scroll and tucking an errant piece of her headscarf back into place. “That means when the school has bug problems, they like to make it my problem. And since the two of you are still in your Perquisite period, I’m making it your problem.
“Something—or, more likely, several unrelated and coincident things—have been disturbing insects around the Magaambya, enough to threaten the ecological balance if left unchecked. Anchor Root and a few others have told me that something seems to be agitating them.” For a moment, genuine concern crosses Teacher Ulawa’s face, proof that she’s perhaps not as dismissive or disaffected as she seems. The look quickly fades. “Go to the places on this list, take note of any strange activity, and collect insect samples for me. Take immense care in collecting samples—further disruptions could cause the very problems I prefer to avoid.” She flaps a dismissive hand and returns to her work. “Oh, and do remember to wash thoroughly before returning with my samples.”
Koride provides a list of three locations on campus: the Leshy Gardens, the canal near the Speaker’s Stage, and the dining hall’s kitchen. After she gives the list to you, she has another thought before taking back the list and scribbling “talk to Anchor Root about centipedes” on it.
Issi Flamehair
|
"Shall we talk to Anchor Root first?" Issi asks. "This doesn't seem like the kind of problem I'm well suited to." Unless of course the samples can be thoroughly crisped and the insect problem removed by overwhelming fire - but she assumes that isn't the case.
"Always worth getting the expert on hand, right? Then we should probably go to the canal. Then the gardens and finally the kitchen, that way we finish closer to the dorms and a chance to wash!"
| DM Brainiac |
"Let's go!" Sadiki says in agreement.
You are able to find Anchor Root back at the dormitory. Anchor Root has noticed an uptick in the pests, particularly centipedes, burrowing into the dormitory walls. She knows that Koride would appreciate a specimen. Anchor Root’s chicken familiar has eaten a lot of centipedes recently, and she worries that centipede venom might make her familiar sick.
With Chizire’s help, she brewed a pot of centipede antivenom. This concoction spoils after a day, so Anchor Root encourages you to drink up if you'll be poking around for centipedes. "M-my chicken has already had some, and he seems to be doing okay," the gnoll says, patting the bird's head. "There's not likely to be too many side effects..."
The chicken cocks its head at you and clucks questioningly.
The pot contains one dose of moderate antidote per hero, but the antidote’s bonus to Fortitude saving throws only applies to saves against centipede venom.
Ultimately, the dormitory doesn’t have many centipedes, and they’ve stayed well-hidden to avoid being eaten by Anchor Root’s chicken. A hero must poke around the dorm for an hour and succeed at a DC 14 Nature or Survival check to capture a specimen.
Issi Flamehair
|
"This seems much more your speed than mine..." Issi points out to her sister. "Put those druid classes to good use!"
She holds off drinking her antidote, but encourages Sadiki to drink hers before following her sister around and trying to be helpful.
| DM Brainiac |
Nature: 1d20 + 6 ⇒ (19) + 6 = 25
It takes about an hour or so, but Sadiki is able to find a handful of centipedes skittering about the dorm. She quickly snatches them up and puts them into jars for further study! "Okay! Next stop!"
***
The west end of the island upon which the Magaambya was built extends into the canal on an artificial island. Several large stone basins form a ring around a grand stage on top of this artificial island, magically illuminating it. The Speaker’s Stage was designed as a place where representatives of the school could make pronouncements to Nantambu, but just as often, Magaambya students use it to put on concerts, plays, or other performances. By tradition, these performances must always be free of charge, and they’re quite popular in Nantambu, even the more amateurish ones.
Delicate water striders crowd around the island, skating back and forth on the water. The insects are plainly agitated but difficult to catch because they dart about so quickly. Fetching a specimen requires a quick hand or a good sense of the creatures’ movements.
A hero who succeeds at a DC 16 Nature, Survival, or Thievery check can catch one.
Nature, Survival: 1d20 + 6 ⇒ (5) + 6 = 111d20 + 6 ⇒ (8) + 6 = 141d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (15) + 6 = 21
Sadiki curses as she struggles to catch one of the striders. After several failed attempts, one of which leaves her splashing in the canal's water, she finally grabs one! "Bah! Pesky things!"
The activity at the Speaker’s Stage draws attention from townspeople across the canal who think there might be an impromptu performance at hand. They good-naturedly shout at you, asking what kind of show you’re putting on.
Issi Flamehair
|
"Well we were going for dance but my sister seems to have decided to be a clown instead!" Issi calls merrily. "Sorry about that! We'll go and practise some more before we come back again!"
---------------
"Well you got your wash..." She says with a smile, taking the samples so Sadiki can wring her clothes out. "Let's hit the gardens next. You're doing great!"
| DM Brainiac |
Sadiki uses prestidigitation spells to dry her clothes out. "Thanks, sis. Maybe you should go for a swim next time, though!" she replies.
***
You head to the next area of interest. This overgrown section of campus is the domain of several leshys, who are uncommon elsewhere on campus (and in Nantambu for that matter). The chief groundskeeper, Thema, discourages the leshys from ranging far from their patch of overgrown land because they have a tendency to cause mischief. The riotous Leshy Gardens is therefore a tangle of trees, shrubs, and vines amid carefully cultivated green space, such as sparring fields and picnic spots. Students sometimes come to ask the leshys for aid, particularly when stuck on a difficult assignment requiring a uniquely plant-based outlook.
Small, twisting paths lead into the Leshy Gardens, and the leshys are normally happy to have visitors. Most of the leshys are leaf leshys, but gourd leshys and flytrap leshys live here as well.
You find the leshys busy carving large wooden plates into suits of oversized armor. There is a sparring tournament coming up that they are preparing for. A friendly gourd leshy named Shade-in-Autumn explains their insect problem. An infestation of bark beetles has been gnawing on the bark plates they’ve been working, slowing their efforts. The leshys want the insects gone, so they asked Koride Ulawa for aid.
Finding and collecting a few beetles for Koride proves to be an easy task, but looking around for anything unusual, you see that the lines in the bark made by the beetles' chewing forms strange shapes.
Issi Flamehair
|
Arcana: 1d20 + 7 ⇒ (14) + 7 = 21
"Someone is summoning them." Issi says, pointing to the strange symbols. "Or using them to summon something else. Either way that's strange. I think we need to pick up the pace a bit and get this report back to Koride as quick as we can!"
She thanks Shade-in-Autumn for their help and wishes all the assembled leshys' good luck in the tournament.
"Right, kitchens and quickly." She says, breaking into a light jog - faster, but slow enough for even her less athletically inclined sister to manage.
| DM Brainiac |
The dining hall is closed when you arrive, even though it is still during normal hours. Lumusi Yao is, uncharacteristically, in the dining hall keeping anyone from entering. She has a basket of mangoes and insists that everyone she turns away take one since she can’t feed them properly.
When you ask about insects in the area, Lumusi sighs with relief. “I can tell you, then, even though I don’t want this to get out among the other students. We’ve been seeing a lot of mites recently. Many more than usual, and usual is none at all. Just a short time ago, I received a large basket of fresh cassava. When I opened it, there were so many mites on it that I dropped the basket, spilling the cassava and the mites across the floor. I asked my assistant Abena to sweep up the mess while I shooed everyone away. If you go and help Abena, you can take as many mites as you like!"
| DM Brainiac |
When you enter the dining hall, you can see the lid of a large cauldron rattling about. You hear Abena’s cries for help from inside the cauldron. Before you can reach Abena’s hiding place, however, hundreds of centipedes suddenly surge out from beneath the counters and tables! They form into a huge swarm that skitters towards you!
Issi: 1d20 + 4 ⇒ (11) + 4 = 15
Sadiki: 1d20 + 6 ⇒ (16) + 6 = 22
Centipede Swarm: 1d20 + 8 ⇒ (6) + 8 = 14
Both sisters may act!
Issi Flamehair
|
Issi clenches a fist and thrusts it into the air, causing the floor to roil and writhe under the centipedes. Abena shrieks again as her cauldron rolls abruptly.
Scatter Scree: 1d4 + 3 ⇒ (1) + 3 = 4
Channeling the magic she's just cast Issi slips into her fighting stance and waits for the centipedes to come and get her.
| DM Brainiac |
Hydraulic Push: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 6d6 ⇒ (6, 1, 5, 1, 2, 3) = 18
Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Sadiki unleashes a huge torrent of water, battering the centipedes and washing them up against the wall. Then Issi unleashes a blast of rocks and scree that smoosh more of the bugs!
The remaining centipedes begin to disperse, scurrying for safety. Enough remain for you to capture a few as samples for Koride.
Abena emerges from the cauldron, grateful for the rescue. She explains the centipede swarm appeared and feasted on the mites, cleaning them out before turning on her. Lumusi is also grateful for your help. She gives you a lemon‐flavored potion of water breathing and two cat’s eye elixirs that taste like cinnamon.
Issi Flamehair
|
"That could have gone a lot worse!" Issi says as the two head back to Koride. "I promise never to give you a hard time about spraying water around again. Although you probably should practise your swimming!"
She ducks Sad's cuff and runs off in front, laughing. It's easy to see that she's the younger sibling.
| DM Brainiac |
"I'll throw you in the canal and see how well you swim!" Sad calls back, chasing her sister!
When you return to Koride’s office with all the insect samples you’ve collected, Koride is impatient for a report. Hearing of the insects’ strange behavior, Koride’s face pulls into an increasingly serious frown. "Hmm. Your findings might indicate a larger problem—one that I will look into, rest assured. Thank you for your help. Put the insects into those terrariums over there, then you are free to go."
Issi Flamehair
|
Issi does so and then scarpers - for all that Koride is good at her job her lackadaisical attitude actually puts Issi on edge rather than relaxing her.
"So, swimming lessons?" She suggests to her sister when they go for dinner later. "We could go tomorrow? Oh, and are you coming to game-night tonight? Apparently we're facing 'Drew the Mighty', a warlock of unsurpassed power. Ash is going to need his warrior wife at his side for this one!"
| Sadiki |
"Yes, I think we both could benefit from learning to be more graceful in the water. And of course, I will be at the game tonight! Everybody knows Ash is nothing without Tygrah by his side!" Sadiki replies with a sly smile.
| DM Brainiac |
You show up to game night a bit early. Okoro waves to you and holds up the huge box he is holding. "Hello, sisters! I'm glad you are here. I managed to get my hands on this new board game! The rules are incredibly dense and complex, just the way I like them! Would you guys be willing to help me playtest it before game night?"
Anybody who wants to play with Okoro must attempt a DC 14 Occultism or Society check to Decipher Writing to understand the rules. Any player who succeeds at a DC 18 Occultism or Society check to Recall Knowledge wins the game (there can be multiple winners), but heroes who didn’t succeed at the check to understand the rules must decrease the degree of success of their Society or Occultism check to play the game by one step.
| Sadiki |
Society: 1d20 ⇒ 81d20 ⇒ 9
Sadiki tries her best to puzzle things out, but is left scratching her head. "Uh, I don't think this game is for me," she admits as she quickly loses.
Issi Flamehair
|
Society: 1d20 + 7 ⇒ (6) + 7 = 13
Society: 1d20 + 7 ⇒ (5) + 7 = 12
Issi too seems tired after their bug hunting day and completely fluffs some key points.
"Sorry 'oro." She says with a smile as she gets sounded beaten. "We had a really busy day running round the school to catch bugs for Professor Ulawa. I'll take you on again in a couple of days once I've recovered a bit!"
| DM Brainiac |
"All good, Issi! Thanks for being a good sport!" Okoro says with a grin.
Soon, Chizire and Mariama show up, the catfolk bringing potent drinks for the group. Okoro gets the game of 'Tombs and Treasure-Hunters' under way.
The heroes burst into the lair of the warlock Drew the Mighty, who cackles as he conjures an enormous, tentacled beast! It isn't long before, as usual, Tygrah is wrapped up in its slimy grasp!
"Tentacles! Drink!" Chizire declares happily.
"Eek! Save me, mighty husband!" Sadiki whines in her character's voice, emulating grunts of effort as the monster wrestles and gropes Tygrah!
Issi Flamehair
|
"UNHAND MY WIFE MONSTER!" Issi declares, doing the best deep and booming voice that she can (which isn't very good, but can't be helped). At Chizere's proclamation she takes a stiff shot of moonshine and coughs violently, which helps with the low voice at least.
"GO AFTER DREW! WE HAVE THIS!" Ash declares, laying left and right with his twin axes.
"If I didn't know better I'd say you were enjoying this a bit too much." Issi says in an aside to her sister as she and Sadiki roll their attacks against the tentacle monster.
"Feeling the urge to be swept off you feet by a powerful warrior? Or is it the tentacles you like?" She adds with mirth dancing in her eyes. Mariama laughs heartily and Okoro actually flushes, looking suddenly nervous as the entire group waits for Sadikis response with varying levels of mirth or interest.
| Sadiki |
”Oh! Yes, well... Tygrah can’t help the way she feels physically, though mentally she is repulsed,” Sadiki mutters, smiling and brushing her hair back from her face.
Issi Flamehair
|
Sense Motive: 1d20 + 4 ⇒ (18) + 4 = 22
Issi might tease her sister but she isn't cruel so she leaves the teasing there and drops into character once more.
"Nineteen on the dice will crit, right?" She asks and, on being told that's enough to finish the fight, cracks her knuckles. "OK! Let's make this good! Ash cleaves through the final tentacle grappling his wife and tosses her one of his axes. Together the warrior couple stride forwards toward the heart of the beast, limbs falling in their wake like leaves in a hurricane! As Tygrah hurls her axe to strike the monster in its single, bulbous eye Ash leaps forward into the things gaping maw. The creature let's out a great scream of pain as he cuts it through from the inside out, emerging from its belly with a mighty roar as the terrible monster finally dies!.
"ARE YOU HURT TYGRAH?" He asks, before sweeping his wife into a passionate embrace!" She mimes with the models rather than actually grappling with her sister. "Sadly the sounds of battle ahead draw them onwards once more!"
Once the game ends and the sisters are headed back to their own room Issi stops and sighs theatrically. "Oh, I forgot. I need to go and do a thing on the other side on the school. I'd best go now" She reaches up to kiss her sisters cheek. "I'll be gone for half an hour or so. You'll have some privacy for once. Don't feel like you have to wait up." The subtext isn't hard to read and the knowing look the magus gives her sister leaves no room for doubt.
"Just try not to dream of tentacles." She adds as a parting shot, before skipping down the corridor with a smile.
| DM Brainiac |
Sadiki merely blushes as Issi skips away. Once she is alone, though, she quickly takes advantage of the privacy. Anybody in the hall outside the dorm room might be able to hear the soft sighs and moans she makes...
***
A couple of weeks later, notices are posted around the Magaambya campus, including in your dormitory:
Monthly Sparring Tournament this Starday at the Leshy Gardens
Initiates and Attendants Only—All Skill Levels Welcome
Single Elimination Brackets, Winner Receives Prize
Attendance Strongly Encouraged!
Asking around about the tournament, you learn that it is put on by one of the most famous teachers currently on campus. Mafika Ayuwari is a young Tempest Sun-Mage teacher who believes everyone must be prepared for a physical fight, no matter how great their magical prowess. He recently returned from Tian Xia, where his team fought in the fabled Ruby Phoenix Tournament. They didn’t win but did well enough to earn international acclaim and no small amount of celebrity on campus.
When the day of the tournament comes, a throng of students crowds around the edge of the cleared sparring space near the Leshy Gardens. Chizire waves from an open spot near the front. “You haven’t been to one of these yet, have you? Fft, you’re in for quite the treat.” He flashes a bright grin.
A tall young woman wearing the simple wooden mask of an attendant waits in the middle of the clearing, staff at the ready. A loud rustle blows through the surrounding trees. Stepping out from behind the hedge is a 10-foot-tall construct made of branches woven into a humanoid frame. It holds a wooden sparring sword in one hand and a large wooden shield in the other. Within the construct, plainly in control, a smiling leaf leshy gives a brief wave. The construct bows to the attendant and adopts a defensive stance.
“Signing up is easy,” Chizire purrs helpfully. “It can be quite fun, really. You just need to step forward.” Within the sparring ground, the attendant has already been knocked flat on her back, looking up in surprise and fear at the wooden blade aimed down at her throat. The construct sheathes the sword with a flourish and offers a hand up. From the hedge erupts a chorus of cheers from several leshys relaxing amid the leaves. Teacher Ayuwari chuckles and calls the name of the next combatant.
Haibram, Esi and Mariama have formed a team together and are waiting in the wings for their chance to fight. Mariama smiles and waves at you. "Hey! Are you guys planning to fight, too?"
The tournament consists of three bouts against leshy-piloted constructs, each bout more difficult than the last. A group of up to 6 participants can enter as a team, but only a maximum of 2 people can participate in each bout (thus, a team of 6 need not have anyone fight more than once and can still have 2 people in each bout). There’s no prohibition against fighting multiple times, so a team of two can enter but would have to individually handle all three bouts in a row.
| DM Brainiac |
”Ha! We’ll see who comes out on top!” Haibram says, flexing his muscles.
Haibram, Esi, and Mariama take their turn first. They do well in the first bout, but they don’t last past the second bout—due to a spot of poor luck, one of Mariama’s strikes causes the construct to implode in a burst of branches that knock her and Haibram unconscious (leaving the startled and exposed leshy to rush back into the bushes)!
Esi sighs and shakes her head. "Poor Mariama! She always has the wildest luck!"
Soon, it is your turn to step forward. A single leshy-piloted construct steps forward to face you, wielding a sword and shield!
Issi: 1d20 + 4 ⇒ (18) + 4 = 22
Sadiki: 1d20 + 6 ⇒ (3) + 6 = 9
Leshy: 1d20 + 6 ⇒ (12) + 6 = 18
Issi may act.
Issi Flamehair
|
Pleased that her plan has worked perfectly so far Issi channels fire and lashes forwards, her wishblade appearing as if by magic as she does so!
Spellstrike, Produce Flame: 1d20 + 7 ⇒ (20) + 7 = 271d10 + 3 + 1 + 1d4 + 3 ⇒ (10) + 3 + 1 + (1) + 3 = 18
Persistent Fire: 1d4 ⇒ 1
36 damage. 10 of which is fire.
The blow is perfectly timed and cleaves deep into the construct, passing close enough to the leshy inside to lightly brown its green skin!
| DM Brainiac |
The leshy shrieks as Issi cleaves the construct in twain! The little being scrambles away as the crowd cheers. ”That was amazing, sis!” Sadiki laughs, throwing her arms around Issi.
After a few minutes, you are ready for the next fight! The second bout is against a shieldbearer construct and a smaller sicklehand construct that has a leaner build and curved wooden blades for hands. The leshys inside grin as the battle begins!
Issi: 1d20 + 4 ⇒ (20) + 4 = 24
Sadiki: 1d20 + 6 ⇒ (6) + 6 = 12
Constructs: 1d20 + 6 ⇒ (9) + 6 = 15
Issi is up.
Issi Flamehair
|
"And don't you know it!" Issi replies, tossing her flame-like mane behind her. "Ash has got nothing on me!"
-----------------------
Since the principle of "not broken, don't fix" seems to apply in this case, Issi opens with the same gambit as last time.
Scree: 1d4 + 3 ⇒ (3) + 3 = 6
| DM Brainiac |
Reflex: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 9 ⇒ (14) + 9 = 23
Both constructs dodge the worst of the scree. The shieldbearer moves to attack Issi, scoring a critical hit!, The sicklehand circles behind Sadiki to trip her. ”I recommend you yield!” the leshy pilot shouts.
Wooden Sword: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Trip: 1d20 + 6 ⇒ (18) + 6 = 24
24 damage to Issi. Sadiki falls prone. Everybody is up.
| Sadiki |
Sadiki reaches out to lay hands on her sister, channeling some healing energy into her. She then tries to blast a construct with water!
Hydraulic Push: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 3d6 ⇒ (1, 4, 2) = 7
Issi heals 6 and gets +1 AC for one round.
Issi Flamehair
|
"I'll accept your surrender." Issi counters, her blade surging with fire!
Spellstrike: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 3 + 1 + 1d4 + 3 ⇒ (5) + 3 + 1 + (3) + 3 = 15
Strike: 1d20 + 2 ⇒ (17) + 2 = 191d10 + 3 + 1 ⇒ (4) + 3 + 1 = 8
8+7 normal, 7+1 fire damage. AC20 this turn.