| Oolong the Golden Tree |
Round 1
He releases his six strands focusing on the closest figure...
strand: 1d20 + 5 ⇒ (15) + 5 = 20 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (5) + 5 = 10 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (20) + 5 = 25 touch
str damage: 1d3 ⇒ 3
strand: 1d20 + 5 ⇒ (10) + 5 = 15 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (18) + 5 = 23 touch
str damage: 1d3 ⇒ 3
strand: 1d20 + 5 ⇒ (19) + 5 = 24 touch
str damage: 1d3 ⇒ 3
11 str damage, DC 19 Fortitude save or take 1d3 points of Strength damage for all 5 strands that hit.
| GM Wolf |
Round 1
Aukan succeeds to strike the foe before him as he charges by his allies. The blade slices deep into the figure and it dissipates. The figure hit by the strands struggles to move forward but joins the other two to go after Aukan.
3d20 ⇒ (17, 10, 15) = 42
They all miss.
---
Soon after Aukan cleaves or the others act. Sir Drystan is free and summons his mount again staying near but in the front of the group still. More traps like that happen but the group would easily handle anything in your present path. Up the volcano your group goes...
| GM Wolf |
You find a small 'village' of fire elementals, they tell you about Salenax.
"Those who seek to visit the azer smith Artel must climb the
slopes of Salenax, for the smith’s forge lies within a cavern
overlooking the volcano’s caldera. The volcano itself rises
from the sea, its own separate island just off the southern
coast of Khosravi, but its lower slopes are connected to the
larger island by a long bridge of red marble—the Phoenix
Bridge. Salenax itself is very active, constantly belching
steam and ash and periodically lava, but the underlying
structure of Kakishon itself serves to isolate its seismic
activity so that no tsunamis result from its rumblings. The
Phoenix Bridge itself shakes and shudders
ominously each time the volcano erupts."
True to their words,
On the Salenax side of the bridge, a short path leads to
a small gatehouse consisting of two towers extending out
of the side of the volcano, between which looms a 25-foot-
wide cave entrance. Smoke plumes from this entrance
constantly, carried on blisteringly hot winds. This is
the entrance to the Fireforge, the lair of the azer smith
Artel Norrin, who once served Nex as the master smith
of weaponry. Like the Phoenix Bridge, this underground
complex is shielded and protected from the seismic
activity of the volcano, and even though the forge itself
looks out over the volcano’s active throat, no danger of
flooding from magma exists here.
Yet the temperature within the Fireforge is blisteringly
hot. The temperature here is severe heat, and creatures
within must make a DC 15 (+1 for each previous roll)
Fortitude save every 10 minutes or take 1d4 points of
nonlethal damage—characters in heavy armor or clothing
suffer a –4 penalty on this save. For more details on severe
heat, see page 303 of the DMG.
The tunnel winds through the depths of the volcano
for a mile and a half (characters moving at speed 30 can
traverse this length in about half an hour, and thus will
likely need to make three saving throws against the heat
before reaching area C1).
C1. The Baleful Gates
The tunnel ends in a pair of red-hot metal gates, embossed
with the seal of Nex and a dwarven figure covering both door
panels, with the dwarf’s left hand on an anvil and his right hand
on a hammer.
The doors are not locked, but they are tremendously hot.
| GM Wolf |
C2. Arms and Armor
A single row of red-hot metal columns runs down the center
of this curved hall. The plain stone walls are lined with dozens,
perhaps hundreds, of weapon and armor racks. The majority of
these racks are empty, but several along the south wall still hold
a magnificent array of glittering arms and armor.
Currently, there are a dozen magic weapons
stored here (3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers),
along with a suit of +2 chainmail and +1 full plate.
| Davod Mohidoon |
Round 1
Her voice begins calm and collected, "Chains of Light, a 5th or 6th level spell. He should be fine, it only lasts rounds per level and he gets a save per round. But there is a clone spell tied to it." Her voice begins to rise in alertness and agitation, "The clones will attack and each round get stronger as he gets weaker... kill the clones!"
"You don't have to tell ME twice! Carpet!!"
The suli rockets off toward the nearest clone. The speed of the intelligent flying carpet sends Davod at the clone when Carpet stops abruptly.Acrobatics: 1d20 + 13 ⇒ (14) + 13 = 27
Shooting Starknife: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg.: 1d4 + 4 ⇒ (4) + 4 = 8
Kazko
|
Kazko charges at the closest clone!
I just charge at whatever I can charge at.
Claw+Charge-PA: 1d20 + 17 - 2 + 2 ⇒ (14) + 17 - 2 + 2 = 31
Claw+PA Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Kazko
|
Round 2
Kazko rips into the clone in front of him!
Bite-PA: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23
Bite+PA Damage: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Claw-PA: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Claw-PA: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw-PA: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Rend if 2 claws hit: 1d6 + 7 ⇒ (4) + 7 = 11
Round 3
Kazko tries to finish off the clone!
Bite-PA: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
Bite+PA Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw-PA: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Claw-PA: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Claw-PA: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21
Claw+PA Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Rend if 2 claws hit: 1d6 + 7 ⇒ (4) + 7 = 11
| Davod Mohidoon |
Round 1
Sneak Attack: 3d6 ⇒ (4, 5, 3) = 12
Round 2
With a swift action, Davod activates his Element Assault (Su) ability, and wreaths his arms in acidic energy for the next six rounds.
The suli presses his attack against the clone.
Shooting Starknife + Element Assault (Su): 1d20 + 5 ⇒ (13) + 5 = 18
Dmg.: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
MW Sickle + Element Assault (Su): 1d20 + 4 ⇒ (2) + 4 = 6
Dmg.: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11
Round 3
Shooting Starknife + Element Assault (Su): 1d20 + 5 ⇒ (14) + 5 = 19
Dmg.: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9
MW Sickle + Element Assault (Su): 1d20 + 4 ⇒ (14) + 4 = 18
Dmg.: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16
| Sasha Line |
Round 1
She quickly follows Davod and gets into a flanking position with him.
Acro: 1d20 + 17 ⇒ (9) + 17 = 26
Round 2
Cold Iron dagger of slashing grace +1: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d4 + 11 + 1d6 ⇒ (3) + 11 + (6) = 20
( 1d6 sneak, studied target)
Round 3
Cold Iron dagger of slashing grace +1: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d4 + 11 + 1d6 ⇒ (4) + 11 + (3) = 18
( 1d6 sneak, studied target)
| Pharos Alexandria |
She quickly announces, "Proof! We should fly to avoid more traps, creatures, and threats!"
Kazko
|
"Do you think there are more like that?" Kazko asks as he glances around.
| Davod Mohidoon |
The suli quickly jumps on Carpet and flies over to the celestial.
"Sir Drystan, wasn't it? Are you alright?!"
| Pharos Alexandria |
She offers, "Every place we have stopped at has had traps or at least things trying to kill us. Afterall this place looks like a battlefield. There is likely traps that are still set out there for the enemy just like this one. Someone should wish to teleport to a safe place at the base of the volcano! We have less than 20 people!"
Kazko
|
Kazko blinks as he is not sure why more then 20 people would be a problem and then says, "I wish we all telepoprted to a safe place at the base of the Volcano..." His voice trails off as he waits to see how this works.
| Davod Mohidoon |
Hesitantly he states, "I am... fine. Not hurt. Maybe a little tired."
The suli pats the celestial's shoulder in a friendly manner.
"Good. I hate to have my angel injured in any way. Our road together will hopefully be a long one." Diplomacy: 1d20 + 22 ⇒ (8) + 22 = 30Davod turns to his beloved efreeti and waits to see what she will do with the proposed wish.
| GM Wolf |
With the words uttered she blinks and the rest of you feel a strange stretching sensation. In a cloud of smoke and the scent of brimestone assaulting your nose, you see the group is indeed teleported to said location.
You begin your ascent up the volcano. Though on your way up you find a small 'village' of fire elementals, they tell you about Salenax.
"Those who seek to visit the azer smith Artel must climb the
slopes of Salenax, for the smith’s forge lies within a cavern
overlooking the volcano’s caldera. The volcano itself rises
from the sea, its own separate island just off the southern
coast of Khosravi, but its lower slopes are connected to the
larger island by a long bridge of red marble—the Phoenix
Bridge. Salenax itself is very active, constantly belching
steam and ash and periodically lava, but the underlying
structure of Kakishon itself serves to isolate its seismic
activity so that no tsunamis result from its rumblings. The
Phoenix Bridge itself shakes and shudders
ominously each time the volcano erupts."
True to their words,
On the Salenax side of the bridge, a short path leads to
a small gatehouse consisting of two towers extending out
of the side of the volcano, between which looms a 25-foot-
wide cave entrance. Smoke plumes from this entrance
constantly, carried on blisteringly hot winds. This is
the entrance to the Fireforge, the lair of the azer smith
Artel Norrin, who once served Nex as the master smith
of weaponry. Like the Phoenix Bridge, this underground
complex is shielded and protected from the seismic
activity of the volcano, and even though the forge itself
looks out over the volcano’s active throat, no danger of
flooding from magma exists here.
Yet the temperature within the Fireforge is blisteringly
hot. The temperature here is severe heat, and creatures
within must make a DC 15 (+1 for each previous roll)
Fortitude save every 10 minutes or take 1d4 points of
nonlethal damage—characters in heavy armor or clothing
suffer a –4 penalty on this save. For more details on severe
heat, see page 303 of the DMG.
The tunnel winds through the depths of the volcano
for a mile and a half (characters moving at speed 30 can
traverse this length in about half an hour, and thus will
likely need to make three saving throws against the heat
before reaching area C1).
| Oolong the Golden Tree |
At the 'village', he states, "You are welcome to go up but I will not. Fire is really my only weakness and going into a volcano sounds horrible. I am anxious just being here. I will head down to the sea and find the waypoint and wait for you there. Anyone is welcome to come with me."
---
Oolong does agree to Aukan's request and collects the hound into one of his tentacles.
| Aukan the Goliath |
He walks up to Oolong and asks, "Would you please take my pup. I don't think he would do well in the heat, fire, or lava. I know he doesn't want to leave my side, so you will need to carry him too. Please."
| Davod Mohidoon |
Davod looks up at the efreeti. "Can I wish to be immune to heat and fire, Lady Pharos? Or are you out of wish power after that teleport?"
Kazko
|
Kazko also looks concerned by the fierce heat but is prepared to go regardless. "If we move fast, it might not be too bad." He says more to himself then anyone else.
| Pharos Alexandria |
Davod looks up at the efreeti. "Can I wish to be immune to heat and fire, Lady Pharos? Or are you out of wish power after that teleport?"
Before granting the wish she offers, "It would likely be safer to ask for a ring of fire resistance, an item that could confer fire immunity, or the spell protection from fire. I think there are some other spells that would work short term. Yes I have one more wish, or is it two? No I think it is two. If you stick with wishing to be immune to fire, there will likely be extreme drawbacks. Also the magic might just make you into a rock or chunk of fire resistant metal. You could also change your base race of human to Ifrit, Suli, or something else that is resistant to fire. I think an Azer could work too... hmmm."
| Davod Mohidoon |
Davod smiles knowingly up at Lady Pharos. "But I am a suli, dear lady. But you knew that already. Just getting me back for that one time, eh? Could your wish alter my fire resistance to a fire immunity without too many drawbacks?"
Kazko
|
Kazko looks around and says, "I am not resistent. But the real question is how hot does it get. If it gets too hot, we may need to fall back until we can come up with some better options to help everyone. But hopefully, we don't need to swim in lava."
| Pharos Alexandria |
She gives a knowing smile to Davod before responding to Kazko, "If there is to be any lava swimming, leave it to me. I wouldnt try it especially on our last wish for the day."
| Aukan the Goliath |
He offers the obvious options before folllowing Sasha, "Follow or retreat to the waypoint, make your choice."
| Nima Lily |
She offers her support and her own knowledge of her own mortality, "I still have plenty of healing, come along. If it gets too much I will have to retreat too."
Kazko
|
Kazko fixes his pack to be more comfortable and says, "Let's do this then. Standing around here isn't going to help get this taken care of."
| Davod Mohidoon |
The suli looks up with longing for the efreeti. "You are right, Kazko. Let us go."
| GM Wolf |
On the Salenax side of the bridge, a short path leads to a small gatehouse consisting of two towers extending out of the side of the volcano, between which looms a 25-foot-wide cave entrance. Smoke plumes from this entrance constantly, carried on blisteringly hot winds.
Yet the temperature within the Fireforge is blisteringly hot. The temperature here is severe heat, and creatures within must make a DC 15 (+1 for each previous roll) Fortitude save every 10 minutes or take 1d4 points of nonlethal damage—characters in heavy armor or clothing suffer a –4 penalty on this save. For more details on severe heat.
The tunnel winds through the depths of the volcano for a mile and a half (characters moving at speed 30 can traverse this length in about half an hour, and thus will likely need to make three saving throws against the heat before reaching area C1.
C1. The Baleful Gates
The tunnel ends in a pair of red-hot metal gates, embossed with the seal of Nex and a dwarven figure covering both door panels, with the dwarf’s left hand on an anvil and his right hand on a hammer. The doors are not locked, but they are tremendously hot.
| Davod Mohidoon |
Davod holds his cloak of elvenkind before his eyes as he examines the burning door.
"It's not locked!" The suli spat over the oppressive heat. "I'll see if it's trapped!"
Perception + Trapfinding: 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 29
Kazko
|
Kazko starts sweating profusely as they hike through the insanely hot area.
Fortitude DC 15: 1d20 + 18 ⇒ (5) + 18 = 23
Fortitude DC 16: 1d20 + 18 ⇒ (18) + 18 = 36
Fortitude DC 17: 1d20 + 18 ⇒ (17) + 18 = 35
So no 1's. At this rate, even with my good Fort, we may need to work quickly.
| GM Wolf |
No traps! As Davod begins to pull on the door, the others join in and the extremely heavy door opens wide after you bulge some muscles.
C2. Arms and Armor
A single row of red-hot metal columns runs down the center of this curved hall. The plain stone walls are lined with dozens, perhaps hundreds, of weapon and armor racks. The majority of these racks are empty, but several along the south wall still hold a magnificent array of glittering arms and armor.
The doors to the south are red hot and heavy to open, as the door at C1.
---
C3. The Fireforge
The air in this yawning cavern roils with heat. A broad expanse of stone slopes gently to the south, pocked with dozens of steaming holes in the ground. At the far end, a bubbling pool of magma surrounds a stone precipice, both of which overlook the volcano’s smoking crater. Lava drains off in immense cascades, yet the level of magma in the lake remains constant. An immense iron-and-stone forge looms at the edge of the island in the middle of the lava lake.
Here, inside the Fireforge itself, the heat is extreme—breathing the air deals 2d6 points of damage per minute (no save), and creatures must make a DC 15 (+1 per previous check) Fortitude save every 5 minutes or take 1d6 points of nonlethal damage.
Additionally, the roar of the forge, lava cascades, and the constant rumble of the volcano itself impart a –10 penalty to all Perception checks made here.
is solid, with small fumaroles as indicated on the map.
Anyone who enters a square with a fumarole has a 50%
chance to trigger a sudden blast of hot gas, inflicting fire damage.
To the left and right of the central area, the ground is
actually just a thin shell of rock over more magma.
A DC 20
a creature of Small or larger size that treds upon the rock
breaks through and must make a DC 17 Reflex save to
stagger back to solid ground. If solid ground is
not within 5 feet, or if the Reflex save is failed,
the creature plunges into the lava,
taking 20d6 points of fire damage per
round of immersion (see DMG 304 for
rules about lava).
After moving across half of the room you see a fire mephit come at you abruptly. He flutters down and demands to know your business, speaking in Ignan, he is brusque and unfriendly, "What do you want! My master is very busy. Don't think you are going to interrupt him!"
| Davod Mohidoon |
Davod stands behind the others, his cloak in front of him, in a vain attempt to block some of the heat.
Kazko
|
So do I owe you some more Fortitude checks already?
Nature: 1d20 + 11 ⇒ (14) + 11 = 25
Kazko eyes the whole area in front of them with concern.
Kazko stands dripping sweat from his face, neck, back, armpits, nethers, knees and toes. He looks at the mephit with frustration and says, "We have come up here seeking information from your master on how to escape this crazy plane. I am sure he would be willing to speak to us so that we can perhaps aid his own goals in return."
I am guessing at some point over the hike someone told Kazko what we were hoping to find out here. But since I am not sure, I will leave it for someone else to add in what we need to know or can offer.
| GM Wolf |
Walking to the central section of the room... Reflex DC 21 from a '1' or take 4d6 points of fire damage
20d2 ⇒ (2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 2, 2, 2) = 27 Kazko
20d2 ⇒ (1, 2, 2, 1, 2, 2, 2, 2, 1, 2, 1, 1, 2, 2, 2, 2, 1, 2, 1, 2) = 33 Aukan
Alexandria collect Nima and Sasha then begins to fly over. Davod likely flies over her head.
The group is more than likely willing to share information about what they know but their knowledge is limited too.
| Aukan the Goliath |
The three girls don't need to make the saves as their nominal resistance or immunity lets them bypass it. Aukan on the other hand does not.
Fortitude DC 15: 1d20 + 23 ⇒ (1) + 23 = 24 1d4 ⇒ 2 nonlethal that can't be healed until cooled down!
Yup don't roll a 1!: 6d20 ⇒ (6, 3, 8, 4, 14, 18) = 53
Just as sweaty as Kazko and after the first burst of steam he asks, "Why don't we just wait for them over here? Alexandria would you come back and get us?"
Reflex DC 21: 1d20 + 14 ⇒ (12) + 14 = 26
4d6 ⇒ (6, 3, 5, 4) = 18
His flesh quickly knits itself back together from the super heated steam as his blood quickly stops bleeding.
| Pharos Alexandria |
On the trip...
She would retell what has happened so far... "Where to start. We found the scroll of Kakiskan or something like that and after having a lead wizard interpret it, he was able to open it. We were all sucked into this plane. Demi-plane. Well we can't open our portable hole or mansion, so that is an effect. We dropped down into water. Fought a few hydras. Found the waypoints and learned there is a boat system, a magical boat system. Some of our fellows have fallen. Others are waiting for us to find a way out. We met with... oh no... I forgot her name..."
| Sasha Line |
On the trip...
She offered, "We also made it to the end of this place and fell! We found Braxston down there and the proteans. They are willing to help us get out of here if we can first... what were we suppose to do?"
| Davod Mohidoon |
Davod stays back to let the more fire-resistant members of the party discuss matters.
| Nima Lily |
"We met Dilix Mahad and her entourage."
Kazko
|
So, I would not walk that far into the room if I need to make that many checks. After the first or second check I would fall back. Fire is a weak spot for me.
Reflex: 1d20 + 15 ⇒ (9) + 15 = 24
Reflex: 1d20 + 15 ⇒ (12) + 15 = 27
Kazko falls back to safety after feeling the ground begin to give way beneath him.
| GM Wolf |
Kazko got the check and would stay away from the thin parts that might let him swim in lava.
Instead he moves forward. Finding that gusts of steam still assault them, Kazko and Aukan back off.
Davod...
Alexandria with Nima and Sasha in hand flies over the room. Slowly following the speedster Davod.
As Davod flies around behind the women, they come to interact with the mephit.
| Sasha Line |
She quickly speaks up, "We are here with new material for your master to work and hope that he can aid us. In return we hope to give him freedom!"
Diplomacy: 1d20 + 24 ⇒ (4) + 24 = 28