If Shere Khan is willing to fly you down you could be ready to act in Round 2! You could also drop into the pool of lava...
Looking down you see there is a good 400 feet between you and the ground.
Soren:
Not normally Cao Guojiu but I will allow it this time!
As a Destruction mission Zealot, Cao Guojiu gets to ignore DR up to twice his zeal, so currently he ignores 4 of the target's DR. - Good to know, please reference it in your damage.
This elemental can't fall prone but stops and laughs, it is sounding like an avalanche. 1d20 + 7 ⇒ (3) + 7 = 10
HQ:
Sounds good!
Quickly So'ren and her minions retreat with He Xiangu's actions you do not take any more damage as you go.
Breaking Dawn 22
red 21
Peoni 17
blue 17
yellow 17
green 12
Saffron 10
boss 7
Round 1
Breaking Dawn gets singed as he does the flyby attack, and realizes that it does not appear to be evil. The attack was ineffective.
Peoni moves forward provoking the blue monster.
slam:1d20 + 22 ⇒ (17) + 22 = 39 damage:3d6 + 8 ⇒ (1, 4, 6) + 8 = 19 plus burn
Space 15 ft., Reach 15 ft.
Special Attacks burn 3d6 ⇒ (5, 5, 5) = 15, Reflex DC 20
His flurry strike fails.
Saffron rushes forward but may not even get into a flanking position this round.
So'ren Casts Mirror Image and moves in behind Peoni. [ooc]It would be nice to have your speed on your vital line. Afterall you are only using one line. I added Peoni and Saffron as blue circles to the map.
Round 1.5
Peoni's attack hits but does not appear to do any damage. The blue elemental swings its hands down together to smash Peoni.
slam:1d20 + 22 ⇒ (14) + 22 = 36 damage:3d6 + 8 ⇒ (3, 5, 5) + 8 = 21 plus burn
Space 15 ft., Reach 15 ft.
Special Attacks burn 3d6 ⇒ (1, 5, 2) = 8, Reflex DC 20
slam:1d20 + 22 ⇒ (13) + 22 = 35 damage:3d6 + 8 ⇒ (6, 5, 5) + 8 = 24 plus burn
Space 15 ft., Reach 15 ft.
Special Attacks burn 3d6 ⇒ (2, 4, 5) = 11, Reflex DC 20
Saffron's second strike hits and does damage to the elemental. After marking Green he realizes that they were not interested in fighting yet. But the green magma elemental now looks directly at him.
"Alton and Jelissa are getting paid, and now we have three positions on their squad available. 500 gold and a mastercraft weapon, was what I was paying them. Also you keep all the loot you find. Once Kelmarane is free again, we can focus on protecting the people in the area once more. Send for trade caravans for them the route should be safe. Alton and his squad will stay on retainer for three more months and in that time my profits are your profits." she says with authority and passion.
She responds, "Yes any information and whatever forces they have. We want you to succeed so please pick them off a little at a time."
I will give her response to your skill success once I get home.
"Why you ask, because then we can get the battle market back into working order, make a living off of the area. The pact masters are in support of the endeavor to reclaim Kelmarane and have their name on any claims that we will put in to our wealth, though it is to the benefit of the area that I come here and my family used to support Kelmarane. "
Taking ten would pass you, but there is a chance for failure so you can't take ten. Now if you auto succeed that is different.
Alton are you feeling the weight of being the leader? Gem are you seriously just along for the ride? Fixit I understand you following it is your story. If you want me to bring in another NPC to be a partner with you Alton just let me know and I will get things rolling.
At Alton's request for more specific intentions she reveals her plans, "We would like to rescue the village of Kelmarane, which used to be in charge of my family ages ago. The Pactmasters want it back, so they have sent me to make it so. I am sorry for your loss of Arasmes."
She learns that there is more additions to your group and asks that they gather to know more about Kelmarane, she replies, “Long ago, the village was one of several in the Uwaga Highlands of the Brazen Peaks situated around a battle market, a huge arcade that attracted merchants, gladiators, actors, musicians, and customers from throughout Katapesh and neighboring Osirion. Then, about 20 years ago... it fell, and the Pactmasters abandoned it to ruin. Rumors of plagues and evil curses abound, but in truth no one really seems to know why the village died. About 2 years ago, a pack of gnolls called the Kulldis tribe inhabited the battle market and claimed Kelmarane as its own. The Pactmasters want the village back, and it’s up to us to deliver it to them. We ask that you make forays into Kelmarane, taking on the force of all Kelmarane at once could be disasterous if you fail and they would likely come looking for those who sent you. Take your time to learn what you can of Kelmarane, their strengths, numbers, and kill small numbers at a time. Alton please keep the pugwampis out and away from the Monastery. One was found in Zastoran's room and was dealt with.”
DC 20 Sense Motive check:
You have a hunch that Almah may know more about the doom that came to Kelmarane.
Her room has much better perfumed accommodations, the finest silks, and many other creature comforts. She still projects an outward atmosphere of control while listening to your suggestions.
DM notes:
Day 2: A lone pugwampi survivor returns to the monastery. The pugwampi poses little danger to Almah’s party, but its appearance raises hackles and the PCs will need to scour the monastery for the menace.
Night 2: Dashki sneaks away from the monastery to report to his Three Jaws gnoll allies camped out at the ruined fort in the foothills of the Brazen Peaks north of Kelmarane. He narrowly escapes the dustdigger that dwells beneath the poppy fields between both locations, and in the commotion the tiny pugwampi corpse and its makeshift noose come loose from his staff. Allow PCs interacting with Dashki on the following days to make a DC 15 Spot check to notice the absence of the battle trophy,
which Dashki attempts to Bluff away, saying that he threw it into a fire after he got sick of looking at its ugly face.
After night 2, a PC walking through the pesh fields can attempt a DC 15 Spot check. Those who succeed find something most unusual near the periphery of the cleared section at the center of the fields—Dashki’s hanged pugwampi. If confronted about this and shown the desiccated little gremlin corpse, the gnoll expert admits to nocturnal wandering, but does not give up his cohorts in the northern hills.
"We can question them, do take your rest as you need and then head out once more when you are ready. We need information on the town more than anything." Almah says and thanks you for your efforts.
The special guards let Alton into Almah's new room. Grassel and Almah sit at her table and offer Alton one of the two open seats. Almah then asks, "How was the scouting trip? I hear you have brought others back with you. Tell us what you have learned."
Within a few hours if you push the walkers, or by about noon, the group arrives at the cathedral. The guards rush up to help the ex-prisoners into the cathedral. One of them relays the message that Almah wants to speak with Alton and Arasmes.
The halfling walks alone to the South. Jelissa gets onto her horse, circles the group once and then offers one of the female exprisoners a hand to get up with her. She takes point leading the way back to the cathedral. Kristrille shrugs and begins to follow on the ground. The other ex-prisoners look to you. If no aid they begin walking after the snake woman.
Two horses for Alton, Fixit, Gem, and 5 ex-prisoners.
There likely will still be some walking, so it takes the rest of the night and your group arrives at the cathedral around noon.
Baris was found in the cathedral, working the forge. He was at your first destination before your caravan arrived. I don't think he ever gave you a reason why he was here either.
The humans get together and cup their hands to be refreshed by the water and do a bit of washing as well. "Thank you for all your help, will you lead us to safety? We have heard many monstrosities now roam this area. A harpy, a great bird of somekind, even genie kind."You can interact with them all you want, but when you are ready you can head out.
Sense Motive DC 8:
The humans are too tired to care about the gremlins at the moment and trust your group to protect them if needed.
Sorry, I must have copied the disable device as well. The chest is unlocked. It was more of a list of your present loot than anything else.
The humans begin to step forward one at a time hesitant still. The first one, a man, walks up, stick in hand but now down and unthreatening, he says huskily more towards the gnoll, "Thank you... For saving us. Do any of you have water and food?" They all slowly come within the light giving off of the elf.
Fixit does not find much of worth, mostly chains, crude torture devices, and broken items.
With the drawbridge burning the group follows Fixit. Though as the group goes through the main floor of the tower a flock of gremlins follow the group at a close range. Several skeletal gremlins continue to hack and stab the bodies of Gnolls and hyenas.
Soon the motley crew is outside, several dirty humans pop their heads up from behind dunes of sand. Alton, Fixit, Gem, Kristrille, and the two former slaves stand away from the exit hole.
Perception DC 19, 15 with darkvision:
The humans are quite dirty, you can see what clothes they have are rags.
Perception DC 22, 18 with darkvision:
They appear to not see you, they just heard your approach, you can see the ends of sticks as if they are holding them as weapons.
If successful with either Perception check, then Sense Motive DC 5:
These pitiful humans pose you no threat.
Alton:
You should mention your flock of gremlins and skeletal gremlins following in your path. You did come here on horses with Baris, Jelissa, your flock, and Arasmes. Recently Baris took Arasmes' body out to be buried.
Here is a reminder for what you have already said: "when you're done we'll strap the remainder to the horses, and we'll do one last sweep of the place before we leave ... Hmm we lost one man, and are bringing back four... Small logistics issue, gem, you and fixit share our fallen comrad's mount. Arrisia, bell, one of you can share my horse with me, the other can go with either Baris or Jelissia
The pile of loot is transferred down the best you can at Atlon's suggestion.
Loot:
Within the chest, Disable Device DC 20:
Arasmes' stuff.
Also there is 33 pp, 230 gp, 73 sp, and another 75 gp of semiprecious gems. Besides 6 potions.
On top and around the chest lies about 400 gp of jewelry, and other metallic precious items.
20 weapons, 2 mastercraft weapons.
I am sorry everyone. I didn't know how much being married and living on our own would take so much of my time. I know you have likely all moved on but if there is any interest let me know.
The four of you descend from the top of the tower to find the two former slaves waiting for you near the pile of loot. They notice you easily enough but only the outspoken one stands.
She smiles weakly as the gnoll helps her move over to the group and she says in common, "Thank you for more than you might know. What is your mission? What are you doing?"
In Ignan she slowly says, "Different, raw and tired." She reaches out her hand to your group as if grasping still the 10 feet away from the nearest member of your 'group'.
The handle falls out of the hole in the wall, rusted and pitted as if with time. The lock falls broken and burnt. Magic comes out of the items like steam and dissipates quickly. The book on the other hand looks like new, the words materialize on the cover vibrantly: Your New Ally. The cover a black leather of some kind protects and secures the pages fully within, with a small silver lock on the side.
Before the other two could grab the handle Alton touches the book and it glows.
In a bright flash and a snap of magic, the lady with a serpent's tail for legs drops to the floor, the magical binds gone. The magic instead of displacing swirls around above her until it surges into her. Her eyes glow with magic as does her mouth for a few moments then she stands up and moves towards your group. She reaches out a hand to your group in general still at least 10 feet away from any member of your group.
Gem as you look over the binds you can tell there is nothing you can do directly to the binds. Though you can tell they are connected to the Dias by a magical connection. That is likely where the deactivator is located.
She nods in Gems direction recognizing that Alton had to translate for her. She then says a few more words in Ignan, "I am at your disposal, once you free me. I believe you may press the book or the lock to free me. Though it could also be pulling out the handle."
Yes Fixit that makes sense you may make the swaps.
So I am waiting on you three to make actions and choices right now. You could interact with the 'woman' on the wall, the Dias on the wall, talk to each other, go get the other members of your party, etc. Until you do something I won't be able to post much. :)
Just letting you know.
The words on the page apper to be worn off with time only a few etchings remain to barely show that there was once words on it.
Alton has moved to the North wall looking at a small dias on that wall. On the North wall another small dias with a blade handle inserted into the wall, a page with scribbles on the right side, then on the left side of the blade handle is a lock. Both appear to be just images and they are all magical.
The fire elementals continue to try to bash away but to little avail. Soon enough with the lightning infused attacks the elementals disburse.
Still on the wall is a feminine humanoid form attached to the wall with wreathes of fire around her. Binds of magical force appear to hold her on the dais on the wall. Around the room there is ash in small and large piles. There appears to be no other way in or out of this room. The woman attached to the wall looks happy and grateful.
Alton:
Your imp has been working on the magical binds of force but has been having no luck. With his efforts he likely has been looking around for a lever or something to release her. He has found on the North wall another small dias with a blade handle inserted into the wall, a page with scribbles on the right side, then on the left side of the blade handle is a lock. Both appear to be just images and they are all magical.
And life has finally given me a chance to breathe. First good news: I got a full time job, a Computer Lab Specialist at an elementary school; downside as you can tell a lack of time.
I will be making time for this game as well as likely just one or two more. I sure hope you all still have interest in the game.
My 'new' home has many chores and a fixit list a mile long, another reason I have been sooooooooo busy. My internet is still scetchy but I have made my plan work out with my phone.
Please check in here as well as the gameplay to continue to explain your actions and movements. I will be abjucating the fight as it is obviously one sided. Feel free to jump in and make your own flare as well.
Thanks for understanding and again sorry for the wait.
So sorry guys, loss of internet on many ends, really busy with the new job, and barely finding any time to do much more than survive in RL. Finally I can surface and hopefully can make some time each day. I know you have all heard this from me before but I do want to play, just RL has been bulldozing me. This is the first time I have had time to pull out my laptop in the past two weeks. Thanks for understanding and I hope to move things forward today.
Thank you all for sticking with the game. I hope to get things moving along but it also depends on how quickly you can defeat the elementals. The electricity has helped a lot. ;)