With the fog cleared, you can clearly make out the body laying on the ground before Bahir. The wounds are consistent with several deep slices from a sword. The body is covered head to toe in black, with the exception of a small slit to expose a pair of dark eyes. Removing the hood reveals that of an elf, scars showing that this elf has survived numerous battles in the past. A search of the body and chamber reveals his assassin rapier which appears to be magically enhanced and coated with poison. He left his composite shortbow (+3 Str) back by the southern window, also magically enhanced. A quiver contains 19 arrows on his back, a couple of which appear to have been coated with poison. You also find several additional doses of giant wasp poison on his possession. Under his clothing you find a magically enhanced mithral shirt (+2), a belt which radiates a magical aura, a ring of protection +2, slippers of spider climb, masterwork thieves tools, and his cloak also radiates an aura. Elsewhere in the chamber, you find a couple of tanglefoot bags.
Bahir:
Yes, the haste was gone. Just missed it when cleaning up the states. Smite Evil? Yes. Outsider? No. Cold Vulnerability? No (no Frost additional)
Dispite this assassin's quickness, he is no match for your divine strength and will. With your lightning reflexes and divine guidance, you perform a trio of strikes of which two score wounds that'd make the best of assassins proud. (100+ points of damage) After the first two he clearly tries to slip away, but you don't give him the chance. He falls in a quickly expanding pool of blood. Grunting and the sounds of combat fill the air. But they quickly end with a soft thud. Out of Initiative - Bahir single-handedly takes down a CR14 encounter (with the help of an obscuring mist that drew the assassin near).
DM Rolls:
Perception: 1d20 + 18 ⇒ (3) + 18 = 21 Stealth: 1d20 + 22 ⇒ (16) + 22 = 38 Attack: 1d20 + 16 ⇒ (6) + 16 = 22 With the mist enveloping the party, Pae takes the opportunity to jump through the door, activate his slippers of spider climb, and scurry up the wall silently like your own little assassin. He pokes his head up, looks about, but sees nothing that he didn't see before. Bahir:
Your sight is suddenly blocked the all encompassing fog, blinding you of pending threats. But within seconds of the mist appearing, a black humanoid shape silently appears before you within the mist and lunges at you with a rapier. Even not seeing it coming, your reaction time is quick enough that you turn your shield and block it with a clank of metal on metal. Target is considered in the mist, 20% miss chance. Mah'ysa:
You didn't see anything, but a few seconds after the fog surrounded you, the faint image of Bahir next to you suddenly turned as if to defend himself from a threat on his far side. A matter of only a few seconds after the mist enveloped the party, there is the faint and quick sound of metal scraping on metal that echoes in the otherwise silence. Round 2 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 67/67 Bahir 88/88 Hazreem 97/99 Paellat 83/83 Efreat 60/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal) Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
See Invisibility still active and taken into account. Secret DM Rolls:
1d20 + 16 ⇒ (19) + 16 = 35 8d6 + 4 ⇒ (3, 1, 6, 2, 2, 5, 3, 1) + 4 = 27 1d20 + 22 ⇒ (18) + 22 = 40 Suddenly an arrow strikes Bahir right in the neck between where his armor ends and his helmet begins. Thankfully something caused the Paladin to react at the last moment just before impact turning to his right causing the arrow to miss his main artery, otherwise this would have been a fatal blow. Instead, it is only a serious wound that sends wracking pains through him. The bloody and broken arrow lands near the doors to the northwest, its fetching black. (Bahir Damage only 27, the dice were in his favor this round.) Perception DC40:
Up high above the southern most window, hidden in the shadows from the bright reddish light streaming in through the window and dressed in all black with only a thin strip revealing his eyes is a medium humanoid creature who is carefully nocking another arrow as to not draw attention to themselves. Round 1 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 67/67 Bahir 61/88 Hazreem 97/99 Paellat 83/83 Efreat 60/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal) Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Leading the way before the cleric, Bahir opens the door to reveal a long hallway glowing with reddish light from the large window in the left wall. A similar door resides at the far end of this uninteresting corridor. Carefully advancing to the next door, Pae performs his usual checks but finds nothing to be concerned about. Once again Bahir opens the door and leads the party. This next chamber is elaborately decorated with a circular bed covered in cushions and red crushed velvet, a large granite table with six matching chairs, a finely crafted hookah filled with water, and windows curtained with fine links of interwoven copper chain. All of the furnishings in this room are clearly designed for someone of a larger size, though one of the chairs has a stout wooden chest on its seat that looks like it could have been used as a booster seat to reach the table of a not so large person. The room seems uninhabited as the party slowly begins to file in... I need perception checks by everyone and a Fort Save by Bahir.
Looking out across the courtyard, you appear to be at the same level as those fire giants who attacked you while on top of the ziggurat and met their maker with Hazreem's ball lightning. It seems that you are near the roof level, only the large domed structure to the south and the giant pyramid to the northeast tower higher than where you are currently at. The brass beads clank noisily off the paladin's armor as he passes through the open doorway. Outside the warm breeze and hot blazing sun high in the western sky beat down upon Bahir's heavy armor, seemingly hotter out here than it was in the stuffy interior chambers. To the left you can look down to see the deserted city street over a hundred feet below. To the right, you see most of the open courtyard with a good view of the pyramid on the roof level across and into the level immediately below. The balcony continues around a slight bend where it ends at a wall. About ten to fifteen feet above you starts the roof of the structure to your immediate north. From this angle, you can clearly see the main domed structure to the south. At the courtyard level, grand double doors mark the entrance. High above at the top of the dome is another structure with a a large 75 to 100 foot wide opening that is probably about 40 feet high. You can only imagine what the view of the city must look like from up there. But your thoughts are quickly interrupted by the fearsome sight of a massive red dragon flying in and landing on top of this structure's peak, its eyes focus on you sending chills down your spine. Feeling vulnerable out here on the balcony, you quickly duck through the brass bead curtain, alerting everyone to your return. In the meantime, Pae returns stating that he has checked all the doors on this upper level and was unable to find any signs of traps. He states that these doors appear to have been used frequently and are in good working order. Bahir turns and opens the door furthest to the north to find another chamber. In this one, a bronze brazier full of hot coals stands on an iron tripod in the center. A pair of windows on the eastern wall also look out over the courtyard. Another door leads south.
I'm still here! Crazy last week. Searching the fallen bodies, you find that the giant spear the noble salamander was using radiates strong magic. (Large +3 Spear) Each of the Efreet were carrying masterwork falchions and the smaller salamanders were only using cheap spears. No armor other than their own hides and no pockets from which to dig through. Peering around the corner as you check the bodies are some rather frightened looking kobalds who quickly duck away when they notice that you see them. Pae searches the upstairs starting with the large chamber across from the stairs. Carefully and quietly entering, the Halfling finds the room empty. It appears to have been used as living quarters for large creatures with furniture made out of hard, non-flammable materials like brass and stone. There seems to be little of interest here, and no windows exist within this chamber. Though there is a door to the north and south (As shown on previous map) Moving back towards the stairs and heading north, Pae sneaks up and peeks through the open door. The reddish glow of the sunlight of this realm pours in and fills a section of the floor with burning brightness, highlighting a collection of about a dozen severed fire giant heads stacked in the center of the room. A repugnant stench of scorched flesh fills the chamber. Dust and ash particles are visible floating in the air as the rogue's eyes adjust to the brighter surroundings. A second door lies along the southern wall while a curtain of brass beads hangs over a doorway that leads outside to the north, apparently a balcony of some type. A single window adorns the wall to the left, revealing the skyline of the city of brass in the distance. Two addition windows lie in the far corner of this chamber. Bypassing the pile of severed heads, the halfling makes his way to peer outside, but doesn't push through the beads for fear of making too much noise. On the other side is a large and long balcony that overlooks both the city to the left and the courtyard containing the giant bull resting upon a zigguart to the right. No sign of life is found. It is rather quiet.
Reaching the top of the stairs, you find the remains of the acid burned salamander who originally sounded the alarm laying on the ground. Looking around you find yourself in an upper hallway with several doors leading off. Directly across is a chamber that appears to have been lived in by several large creatures. To the north a door stands ajar. Several other large brass doors head elsewhere.
Despite his apparent exhaustion, Bahir chases the salamander up the stairs with his faith pushing him forward. Getting in close, his frosted blade easily cuts through the serpent's reptilian body and after a couple of additional swings, the fire within the creature is completely snuffed out. Out of initiative order.
As Mah'ysa's inspiring song continues to echo through these vast brass halls, the noble salamander begins to retreat having taken quite a beating in short order and with this tin can up against him making a pin cushion out of him. As he slither back up the stairs, the Holy Warrior gets the chance to strike... AoO by Bahir. As the salamander gets far enough away (Assuming not killed), it turns and thrusts its massive spear at the metal shape before attempting to wrap it up in its tail.
Round 13 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 67/67 Bahir 88/88 Hazreem 37/99 Paellat 83/83 Efreat 60/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Holy Damage, Batman! The Holy Warrior, eyes focused solely on the target of his divine rage, pauses only for a moment as his puts the genie before him out of his misery. Advancing to meet his foes, he welcomes the creature's attack. Long Spear AoO: 1d20 + 25 ⇒ (7) + 25 = 32 Miss Efreat blasts the Salamander as Pae takes aim around the corner. Salamander Perception: 1d20 + 23 ⇒ (1) + 23 = 24 The large serpentine creature is far too occupied with the Paladin to even glance in that direction giving Pae all the time he needs to line up his shot. Direct Hit, though still not enough to take this severely wounded creature down. Round 12 - Mah'ysa is up!
Dice Rolls:
Efreat Wall of Fire Damage: 2d6 + 11 ⇒ (1, 4) + 11 = 16 No Damage Efreeti #4 Reflex Save: 1d20 + 10 ⇒ (9) + 10 = 19 Success Salamander Reflex Save: 1d20 + 9 ⇒ (8) + 9 = 17 Fail Hazreem Wall of Fire Damage: 2d6 + 11 ⇒ (6, 4) + 11 = 21 Efreeti #5 Reflex Save: 1d20 + 10 ⇒ (15) + 10 = 25 Salamander Reflex Save: 1d20 + 9 ⇒ (8) + 9 = 17 Efreeti Combat Casting: 1d20 + 16 ⇒ (20) + 16 = 36 Success Efreeti Scorching Ray #1 on Bahir: 1d20 + 13 ⇒ (6) + 13 = 19 Hit Efreeti Scorching Ray #2 on Bahir: 1d20 + 13 ⇒ (18) + 13 = 31 Hit Efreeti Scorching Ray #3 on Bahir: 1d20 + 13 ⇒ (2) + 13 = 15 Hit Ray #1 Damage: 4d6 ⇒ (5, 4, 1, 5) = 15 No effect Ray #2 Damage: 4d6 ⇒ (1, 2, 3, 3) = 9 No effect Ray #3 Damage: 4d6 ⇒ (1, 3, 4, 6) = 14 No effect Efreeti Attack #1 on Bahir: 1d20 + 16 ⇒ (6) + 16 = 22 Miss Efreeti Attack #2 on Bahir: 1d20 + 11 ⇒ (12) + 11 = 23 Miss Salamander Long Spear Attack #1 on Bahir: 1d20 + 25 ⇒ (12) + 25 = 37 Hit Salamander Long Spear Attack #2 on Bahir: 1d20 + 20 ⇒ (9) + 20 = 29 Miss Salamander Long Spear Attack #3 on Bahir: 1d20 + 15 ⇒ (3) + 15 = 18 Miss Salamander Tail Slap on Bahir: 1d20 + 19 ⇒ (10) + 19 = 29 Miss Long Spear Damage on Bahir: 2d6 + 10 ⇒ (6, 6) + 10 = 22 After Mah'ysa sends a wave of healing energy, Efreat steps back through the fiery wall unharmed and unleashes a blast of lightning. The Efreeti dodges the brunt of the blast, but it catches the Salamander unaware. The genie turns to attack the sorcerer, but Bahir steps up and lands two perfectly placed blows dropping the Efreeti in several chunks on the ground before turning to his buddy and unleashing his fury as he prepares for battle with the salamander. (Damage to last Efreeti: 66) The fire burns as Hazreem charges through to rejoin the battle. (Fire Damage: 21) Despite his blistering skin, he manages to fire off his own lightning storm with a direct hit on the Salamander. As it arcs back to the Efreeti, he manage to avoid most of it. The only remaining genie makes his last ditch effort against the Paladin with a quickened scorching ray and a pair of attacks. He is apparently frustrated as while all three rays strike their target, none seem to have any effect against the energy resisted holy warrior. His falchion strikes prove equally ineffective as they simply bounce of his armor. The noble salamander simply takes a small step forward and to the side and unleashes upon the Paladin as well. Not expecting being attacked from so far away (15-20 ft reach), the first jab from its fiery long spear painfully gets under his armor. (Damage: 22) But then Bahir is able to parry the remaining strikes including its massive tail that swung down to strike as well. Round 12 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 67/67 Bahir 66/88 Hazreem 25/99 Paellat 83/83 Efreat 60/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Dice Rolls:
Wall of Fire Damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17 No damage Efreeti #4 Falchion Attack #1 on Bahir: 1d20 + 16 ⇒ (5) + 16 = 21 Miss Efreeti #4 Falchion Attack #2 on Bahir: 1d20 + 11 ⇒ (4) + 11 = 15 Miss Efreeti #5 Falchion Attack on Bahir: 1d20 + 16 ⇒ (19) + 16 = 35 Hit, possible crit. Efreeti #5 Crit Confirm: 1d20 + 16 ⇒ (1) + 16 = 17 No Crit Efreeti #5 Damage on Bahir: 2d6 + 9 ⇒ (3, 3) + 9 = 15 As Efreat fires off force bolts, striking his target, he ducks through the wall to get healed up a little by the druid. The two remaining Efreet step up and focus their attacks on Bahir. The Paladin is able to easily defend against the first but the second scores a mighty blow. (Damage: 15) More concerning is the creature slithering down the stairs behind the Efreet, a massive salamander with a really long and wicked looking spear in its flaming hands. Round 11 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 73/88 Hazreem 30/99 Paellat 83/83 Efreat 44/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Bahir steps up and goes to town. He slices, he dices, he kills genies in a single round! (Completely slaughters both!) Wall of Fire Damage: 2d6 + 11 ⇒ (1, 2) + 11 = 14
Despite his ring of protection, it still burns a bit as Pae sneaks through the wall. (Damage: 4) He still gets his shot off at the one behind the three dead ones piled up, but the genie was aware of his presence coming through the wall and reacted just enough to prevent him from hitting that critical spot. (Damage: 5) Two more Efreet remain in view coming down the stairs as Hazreem waits... Round 10 - Mah'ysa and Efreat are up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 30/99 Paellat 79/83 Efreat 30/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Dice Rolls:
Efreeti #1 Reflex Save: 1d20 + 10 ⇒ (18) + 10 = 28 Success Efreeti #2 Reflex Save: 1d20 + 10 ⇒ (13) + 10 = 23 Success Efreeti #3 Reflex Save: 1d20 + 10 ⇒ (9) + 10 = 19 Success Efreeti #4 Reflex Save: 1d20 + 10 ⇒ (9) + 10 = 19 Success Salamander #8 Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16 Fail Pae Sneak Attack Shot on Efreeti #2: 1d20 + 16 ⇒ (11) + 16 = 27 Hit Pae Damage on Efreeti #2: 1d6 + 1 + 6d6 ⇒ (2) + 1 + (2, 1, 5, 1, 3, 4) = 19 Efreat #2 Scorching Ray Attack #1 on Efreat: 1d20 + 13 ⇒ (12) + 13 = 25 Hit Efreat #2 Scorching Ray Attack #2 on Efreat: 1d20 + 13 ⇒ (19) + 13 = 32 Hit Efreat #2 Scorching Ray Attack #3 on Efreat: 1d20 + 13 ⇒ (4) + 13 = 17 Hit Efreat #3 Scorching Ray Attack #1 on Bahir: 1d20 + 13 ⇒ (15) + 13 = 28 Hit Efreat #3 Scorching Ray Attack #2 on Bahir: 1d20 + 13 ⇒ (16) + 13 = 29 Hit Efreat #3 Scorching Ray Attack #3 on Bahir: 1d20 + 13 ⇒ (1) + 13 = 14 Miss Efreat #4 Scorching Ray Attack #1 on Bahir: 1d20 + 13 ⇒ (1) + 13 = 14 Miss Efreat #4 Scorching Ray Attack #2 on Bahir: 1d20 + 13 ⇒ (8) + 13 = 21 Hit Efreat #4 Scorching Ray Attack #3 on Bahir: 1d20 + 13 ⇒ (9) + 13 = 22 Hit Scorching Ray hit on Efreat: 4d6 ⇒ (3, 4, 1, 1) = 9 Does not bypass ER Scorching Ray hit on Efreat: 4d6 ⇒ (4, 5, 2, 3) = 14 Does not bypass ER Scorching Ray hit on Efreat: 4d6 ⇒ (5, 1, 1, 2) = 9 Does not bypass ER Scorching Ray hit on Bahir: 4d6 ⇒ (3, 5, 2, 5) = 15 Does not bypass ER Scorching Ray hit on Bahir: 4d6 ⇒ (2, 1, 2, 1) = 6 Does not bypass ER Scorching Ray hit on Bahir: 4d6 ⇒ (3, 2, 6, 1) = 12 Does not bypass ER Scorching Ray hit on Bahir: 4d6 ⇒ (2, 2, 5, 1) = 10 Does not bypass ER Efreeti #2 Falchion Attack #1 on Efreat: 1d20 + 16 ⇒ (3) + 16 = 19 Miss Efreeti #2 Falchion Attack #2 on Efreat: 1d20 + 11 ⇒ (16) + 11 = 27 Hit Efreeti #3 Falchion Attack #1 on Bahir: 1d20 + 16 ⇒ (7) + 16 = 23 Miss Efreeti #3 Falchion Attack #2 on Bahir: 1d20 + 11 ⇒ (3) + 11 = 14 Miss Efreeti #2 Damage on Efreat: 2d6 + 9 ⇒ (2, 5) + 9 = 16 Hazreem Wall of Fire damage: 2d4 ⇒ (2, 4) = 6 Efreat steps back and fires off another frostball, detonating in front of the third efreeti and enveloping all four genies. While all four are able to avoid the brunt of the blast, it is still enough to drop the invisible one in front and he falls into an icy heap. The Salamander closest to the stairs also collapses in the blast. The other Salamander doesn't stand a chance as the Mighty Paladin slices and dices it into pieces. And as Hazreem retreats to heal, Mah'ysa begins singing while Pae hides in the corner to conceal himself. The three Efreet advance forward, giving room for their comrades. Pae gets his shot off, nailing the first one to show himself right in the head. (Damage: 19) He shurgs it off and focuses on Efreat while the other focuses on Bahir, blasting each with a quickened Scorching Ray followed up by a pair of attacks with their large falchions. The third in the back instead puts up a wall of fire behind the duo and hits Bahir with his own quickened scorching ray of his own. While a bunch of the scorching rays score true, none of them do enough potential damage to bypass the magical fire protections cast upon them. The blade attacks don't have much better luck, but one strike does manage to cut through Efreat's magical defenses. (Damage: 16) Waves of heat emanate from the wall of fire. While most of the party is protected by magical means against such hot conditions, the druid finds himself suffering. (Damage: 6) A fifth Efreeti comes into view down the stairs. Round 10 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 30/99 Paellat 83/83 Efreat 30/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Dice Rolls:
Salamander #5 Reflex Save: 1d20 + 7 ⇒ (18) + 7 = 25 Succeed Salamander #6 Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15 Fail Salamander #7 Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27 Succeed Salamander #8 Reflex Save: 1d20 + 7 ⇒ (16) + 7 = 23 Succeed Efreat #1 Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13 Fail Efreat #2 Reflex Save: 1d20 + 10 ⇒ (12) + 10 = 22 Succeed Salamander #7 Spear Attack on Efreat: 1d20 + 11 ⇒ (13) + 11 = 24 Hit Salamander #7 Spear Damage: 1d8 + 4 ⇒ (6) + 4 = 10 Salamander #8 Spear Attack on Bahir: 1d20 + 11 ⇒ (17) + 11 = 28 Miss Efreat #1 Scorching Ray #1 Touch Attack on Hazreem: 1d20 + 13 ⇒ (17) + 13 = 30 Hit Efreat #1 Scorching Ray #2 Touch Attack on Hazreem: 1d20 + 13 ⇒ (4) + 13 = 17 Hit Efreat #1 Scorching Ray #3 Touch Attack on Hazreem: 1d20 + 13 ⇒ (7) + 13 = 20 Hit Efreat #1 Scorching Ray Damage on Hazreem: 12d6 ⇒ (6, 1, 5, 1, 3, 2, 5, 6, 4, 1, 5, 4) = 43 Efreat #1 Falchion Attack on Efreat: 1d20 + 16 ⇒ (20) + 16 = 36 Hit, possible crit Efreat #1 Falchion Crit Confirm: 1d20 + 16 ⇒ (4) + 16 = 20 No crit. Efreat #1 Falchion Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20 Efreat #2 Scorching Ray #1 Touch Attack on Hazreem: 1d20 + 13 ⇒ (1) + 13 = 14 Miss Efreat #2 Scorching Ray #2 Touch Attack on Hazreem: 1d20 + 13 ⇒ (20) + 13 = 33 Hit, possible crit Efreat #2 Scorching Ray #3 Touch Attack on Hazreem: 1d20 + 13 ⇒ (13) + 13 = 26 Hit Efreat #2 Scorching Ray #2 Touch Attack Crit Confirm: 1d20 + 13 ⇒ (4) + 13 = 17 Crit confirmed Efreat #2 Scorching Ray Damage on Hazreem: 12d6 ⇒ (1, 3, 4, 5, 1, 1, 6, 6, 1, 2, 2, 2) = 34 Stepping between Hazreem and Bahir, Efreat fires off a bead of ice that makes a direct hit against the massive efreeti coming down the stairs. He takes the brunt of the frozen explosion, the ice nearly taking him down. The line of Salamanders in the front line take quite a beating from the explosive force knocking one to the ground. The Efreeti in the back was mostly protected by the one in front of him and continues on with minimal hindrance. The salamanders rush forward, possibly assisted by the blast behind them, and move to attack. The first (#5) charges forward at Hazreem. As he comes into view, Pae takes his shot. It strikes true causing the salamander to collapse before ever reaching the air elemental. The second comes forward and attempts to jab Efreat with his spear. Despite the sorcerer's magical protections, the spear penetrates. (Damage: 10) The third surviving salamander attempts to strike Bahir around the corner. Even without the partial cover, the Paladin is able to parry the attack. The front Efreeti floats downward quickly, his expression that of complete rage. As he reaches the landing, he immediately thrusts forward a quickened scorching ray at the air elemental before turning towards the one you hit him with that blast of freezing cold leaving his minions to handle Bahir. All three rays strike the elemental true causing painful looking flames to swirl around Hazreem's figure. (Total Damage: 43) Then his large falchion swings against Efreat. The blow seems like it could of been mortal, but Efreat's magic slows it just enough to keep the sorcerer in the battle. (Damage: 20) The second Efreeti follows behind. Seeing the success of his comrade's success with a scorching ray attack, he follows suit to finish the hated air elemental off with his own quickened scorching ray. Hazreem anticipates and dodges the first one, but that only causes the second to hit him such that it is twice as bad. Third strikes as well putting the druid in bad shape. (Total Damage: 34) The Efreeti speaks to the other in Ignan, "You are hurt, I have this." and he touches the back of the first. The heavily injured Efreeti simply disappears. Efreat:
With your see invisibility spell up, the Efreeti 10 feet away from you that just attacked you is still present. For those able to see the stairs, at least 2 more Efreeti come into view... Round 9 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 22/99 Paellat 83/83 Efreat 46/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
As Bahir continues saying prayers for the upcoming battle and Pae readies himself for a surprise attack (Readied Action), Hazreem steps into view and sends forth the fury of Gozreh. The fire extinguishing blast covers the front line of salamanders and the first Efreeti approaching behind. While it clearly hurts them, they still keep coming with intensity. Round 8 - Efreat and Mah'ysa are up. Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Bahir's sword begins glowing as he approaches the corner leading to the stairs. Everyone else follows and stays out of sight. The surrendered salamander takes this opportunity to turn and flee through the door. But he has to rush past a waiting Rhino who attempts to gore him. Rhino AoO on unarmed Salamander: 1d20 + 8 ⇒ (10) + 8 = 18 Hit
The salamander collapses on the ground, its escape attempt cut short. Luckily for it, Rhinoceroses don't like serpent meat. But your attention is quickly returned to the stairs. Quick glances reveal a line of salamanders slithering down the stairs. That isn't the issue. Instead, what is behind them concerns you. Efreet, towering over the salamanders. You make out two, but then your vision is limited by the angle of the stairs. Round 8 - Everyone is up! Bahir: That was one round. If you wish to use Divine Favor, you could cast that this round. Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
The airy druid laughably attempts to lure information out of the now captive salamander. He starts to spout out in common, "They will crush your puny..." But then the heavily armored paladin steps in the doorway followed by his elegantly talking better half and the serpentine creature cuts himself off. Sensing a possibly of actually escaping alive, he quickly answers her. "There are a few more of us and a company of Efreet, but it is the master elf and the heyyab cutthroat that will kill all of us." He glances around nervously and seems to be eyeing up the doorway. About 2 rounds went by with Bahir and Mah'ysa moving over and his quick response. From up the wide staircase comes the sound of several somethings coming down... Round 7 - Everyone is up!
Flying past the Rhino and surrendered salamander, who gives you a disgruntled look as you pass, you just make it to see around the corner to catch a glimpse of the fleeing creature. Despite the partial cover from the angle of your shot, you just manage to strike him. You can hear in his painful fleeing voice calling for help that you got him. He continues to fight his way up the stairs. But not for long. Shortly after running up the stairs he collapses and becomes quiet. At least quite from him. Noise of others moving and conversing quietly upstairs can be heard. Round 5 - Everyone is up!
Hope everyone had a good holiday break. Now back to our regularly scheduled program... Hazreem takes a swipe at the fleeing salamander but misses. But using that distraction, Pae strikes a near fatal blow and the fleeing serpent slides and struggles up the base of the stairs. Then both turn to the other remaining creature, slamming and stabbing it nearly to death. It throws down its spear and surrenders painfully in Ignan. "I give up! I give up!" Fiery goo seeps from several wounds across its body, bruised and burned elsewhere. The Rhino turns and thrusts a horn through the doorway ignoring his surrender, but misses.. Rhino Gore Attack on #3: 1d20 + 8 ⇒ (6) + 8 = 14 On the other side, Bahir charges the fleeing salamander and creates a massive frosty wound and puts it down. Efreat is able to stay his acid spell to avoid wasting it. You have one dead-dead salamander, one down but not quite dead yet (by Bahir), one surrendering with 1 HP left, and one struggling up the stairs yelling for help. No indication at this moment whether anything upstairs is responding yet. Since Efreat's action was basically nullified by Bahir killing it, I'll pause for Efreat to change his action. Plus was missing the attack roll for the "Ranged Touch Attack". Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Dice Rolls:
Salamander AoO on Hazreem: 1d20 + 11 ⇒ (2) + 11 = 13 Miss Salamander #3 Attack on Pae: 1d20 + 11 ⇒ (9) + 11 = 20 Miss Salamander #1 Attack #1 on Hazreem: 1d20 + 11 ⇒ (1) + 11 = 12 Miss Salamander #1 Attack #2 on Hazreem: 1d20 + 6 ⇒ (8) + 6 = 14 Miss The salamander completely misses in its attempt to jab the air elemental as it flies by allowing Hazreem to easily apply some freezing airy hands to the fleeing serpent creature with the halfling slipping past as well. As it watches the air elemental fly past, it is surprised from behind as it is blasted with a series of force missiles followed by a large horn being shoved through its scaly hide. (Gore damage: 20) That's going to hurt in the morning. Back in the kitchen, Mah'ysa moves to flank the salamander with her fiance. Her pair of strikes lands a single blow that appears to injury the fiery beast before Bahir takes advantage of the distraction to slice and dice the creature, dealing the fatal blow. He steps into the other room to face the remaining salamander (#2), who immediately turns tail and slithers away (full withdrawal) He goes as fast as his serpentine body lets him towards the northeastern door. Back in the other hallway, the salamander turns to run from the air elemental and is confronted with the small rogue. He lashes out unsuccessfully at the halfling before making a run for it and heads up the stairs yelling to whoever may be listening up above. Something in Ignan about them being here. The other steps through the doorway away from the Rhino and tries to stop Hazreem with no success. Pae and Hazreem get Attacks of Opportunities against Salamander #3. Round 4 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
The cleric makes a valiant effort, but none of her strikes with her quarterstaff land solidly enough to do any damage against the thick hide of the salamander. Nor does the salamander even pay her much mind as he is more concerned with the Sorcerer blasting him and the fierce fighter in front of him, across from which his comrade is dying. In what he hopes will be a lethal blow, he attempts to take this heavily armored beast down. But neither strike penetrates the paladin's armor. The other at death's door makes a final attempt before starting to back away, but he isn't successful either. In the other room, the two salamanders quickly dodge around the rhino after it proved to be barely able to hurt them. Swinging its horn, the beast attempts again to skewer one of them, but they slip by unharmed. But not before Pae has a say with his rapier. As the second salamander tries to move away and dodge the rhino, Pae sinks his pointy blade deep into the belly of the serpent to the obvious pain of the recipient. (Damage: 23) The first one reaches the door and opens it for the other, then the second injured salamander disappears through the large doorway. Dice Rolls:
Salamander #4 Spear Attack #1 on Bahir: 1d20 + 13 ⇒ (11) + 13 = 24 Miss Salamander #4 Spear Attack #2 on Bahir: 1d20 + 8 ⇒ (19) + 8 = 27 Miss Salamander #2 Spear Attack #1 on Bahir: 1d20 + 13 ⇒ (1) + 13 = 14 Miss Salamander #2 Spear Attack #2 on Bahir: 1d20 + 8 ⇒ (14) + 8 = 22 Miss Rhino AoO Gore Attack on Salamander #1: 1d20 + 8 ⇒ (3) + 8 = 11 Miss Pae AoO Rapier Attack on Salamander #3: 1d20 + 18 ⇒ (2) + 18 = 20 Hit Pae Damage on Salamander #3 with Sneak Attack: 1d4 + 2 + 6d6 ⇒ (3) + 2 + (3, 2, 2, 4, 2, 5) = 23 Round 3 - Everyone is up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
With a flash of frosted blade, Bahir nearly slices the salamander in the doorway to pieces. It barely seems to hold on as the frost burns it scaly hide. (Total Damage: 64) On the other end, a massive Rhino appears appears looking rather out of place in this all brass environment. It moves to attack, attempting to gore the nearest salamander, but only manages to scratch it. (Damage: 1) Hazreem follows up behind, ready to strike any salamanders that may decide to retreat from the massive beast. With another volley of force missiles coming through the kitchen door, the serpent creature beside Mah'ysa takes another beating. While injured, it still seems to have a lot of fight left in it. Round 2 - Mah'ysa is up. Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Pae hustles after Hazreem, but only makes it as far as the northern door on his stunted legs, while Mah'ysa charges in after Bahir. She easily makes it past the salamander as Efreat blasts it with a volley of magic missiles that appear to injury it as expected. Ignoring Mah'ysa for the moment, the two salamanders left in the kitchen focus on the obvious combative foe. They fall into a flanking position with Bahir and strike with their spears and tails. Apparently not expecting the attack from the rear, it distracts the holy warrior enough that he takes a few minor wounds from their spear attacks. The tips are burning hot, but his protective spell still in effect protects him from further damage. (Total Damage: 27) Dice Rolls:
Salamander #2 Spear Attack #1 on Bahir: 1d20 + 13 ⇒ (16) + 13 = 29 Hit Salamander #2 Spear Attack #2 on Bahir: 1d20 + 8 ⇒ (4) + 8 = 12 Miss Salamander #2 Tail Strike on Bahir: 1d20 + 8 ⇒ (13) + 8 = 21 Miss Salamander #4 Spear Attack #1 on Bahir: 1d20 + 13 ⇒ (20) + 13 = 33 Hit, possible crit Salamander #4 Spear Attack #2 on Bahir: 1d20 + 8 ⇒ (20) + 8 = 28 Hit, possible crit Salamander #4 Tail Strike on Bahir: 1d20 + 8 ⇒ (15) + 8 = 23 Miss Salamander #4 Spear #1 Crit Confirm: 1d20 + 13 ⇒ (4) + 13 = 17 No crit Salamander #4 Spear #2 Crit Confirm: 1d20 + 13 ⇒ (9) + 13 = 22 No crit Salamander #2 Spear Attack #1 Damage: 1d8 + 4 ⇒ (1) + 4 = 5 Salamander #4 Spear Attack #1 Damage: 1d8 + 4 ⇒ (6) + 4 = 10 Salamander #4 Spear Attack #2 Damage: 1d8 + 4 ⇒ (8) + 4 = 12 In the other room, the two salamanders only briefly glance at the swirling air elemental blocking the northern door before cutting left and heading for the western door. They slither quickly through it to the surprise of the halfling on the other side. He takes a quick jab with his rapier at one of them. Despite the unprepared attack, he still manages to nick one and his weapon appears to be able to injury it. Pae AoO on Salamander #3: 1d20 + 16 ⇒ (2) + 16 = 18
The kobolds stand frozen in apparent fear. The ones closest to the battle in the kitchen press themselves up against the edge of the kitchen counter to keep out of the way. Round 2 - Everyone is up! (Feel free to specify actions for Pae) Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 61/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal)
Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
The air elemental spins north, through the northern door and across the welcoming chamber. With his great speed, he beats the other two salamanders who are still slithering through the center of the room and blocks their northern passage. He is easily able to avoid any attacks from them as Hazreem can stay out of their spear range. Round 1 - Efreat, Mah'ysa, and Pae are up.
Bahir rushes after those leaving the kitchen. The center salamander braces for impact expecting to be the target of his charge, but is surprised as the Paladin rushes past. He switches posture and makes an fruitless attempt to jab the holy warrior with its spear as he goes by. Salamander #4 AoO on Bahir: 1d20 + 7 ⇒ (2) + 7 = 9 The one at the door releases his grip on the door and prepares for combat. The door slowly begins swinging closed on brass hinges. But not before Bahir sees the other two salamanders slithering north, just disappearing from sight to the left side of the doorway. They haven't gone very far as they don't seem to be that fast of creatures.
The salamander facing you yells in Ignan, "Go for help, I'll hold them!" He takes a step back and assumes a defensive stance as the one nearest the northern door quickly slithers towards it and pulls the massive brass door open. The remaining two salamanders make a quick exit through the now open door. Round 1 - Everyone is up!
The Paladin opens the massive door to reveal a simple kitchen that is a clatter of pots and pans, with a large crackling wall of fire along the southern wall. The kitchen is tended by numerous Kobolds who are working frantically to complete some kind of exotic meal. Four fire salamanders are in the center of the kitchen overseeing the kobolds, apparently threatening them to work faster with the tips of their spears. The kobold nearest the door looks up with panic in its eyes as the door swings open, and with him the salamander watching the kobold who yells out in Ignan, "They here!" They begin turning towards the door, preparing for combat. Initiative! Init Rolls:
Bahir: 1d20 + 1 ⇒ (8) + 1 = 9 Pae: 1d20 + 8 ⇒ (4) + 8 = 12 Efreat: 1d20 + 2 ⇒ (1) + 2 = 3 Hazreem: 1d20 + 0 ⇒ (8) + 0 = 8 Mah'ysa: 1d20 + 3 ⇒ (13) + 3 = 16 Salamanders: 1d20 + 1 ⇒ (11) + 1 = 12 Round 0 - Mah'ysa and Pae are up! Current Status: Hit Points (Remaining/Max): ---------- PCs: Mah'ysa 56/67 Bahir 88/88 Hazreem 99/99 Paellat 83/83 Efreat 76/76 NPCs: Spooky 15/15 Damage: (Lethal/Non-Lethal) Conditions in effect:
Heat/Fire Resistance:
Special Item Uses
Heading around the circular table, you make you way to the other side of the chamber. Pae carefully inspects the door, but finds nothing amiss. Mah'ysa carefully listens for signs of what lies on the other side, but hears nothing. Bahir quickly opens the door and finds... the broom closet. And empty to boot. This leaves only three more options. Up the stairs, down the stairs, or the door on the eastern wall for which you've already heard noise from. Pae inspect the door, appears clean. Mah'ysa listens... Multiple voices can be heard and the occasional clank. Focusing on the voices, you hear faint words in Ignan. You only catch partial phrases. The sounds of someone giving commands, instructing others to hurry up. Then a mention of needing to be done before they come back. Something about going back upstairs.
Ignoring the southern doors for now, you head west to the next door. This door opens to reveal a landing for a wide staircase leading up. At the top of the stairs, the corridor appears to head to the left. All these passages and chambers are still lit by the flames coming out of the brass pipes in the wall at set intervals. Nothing but silence greets you.
Efreat: See Invisibility, yes. Mirror Image, no. The door opens inward to reveal a long chamber. A battered, fifteen-foot-diameter circular stone table stands in this room, surrounded by several chairs, many of which lie on their sides. The edges of the table are heaped with half-eaten, well-burnt foods, goblets, and hookahs. The central ten feet of the table is clear, surrounded by a three-foot-high railing of brass latticework. Down the left wall is another door. Near it, you hear the faint sound of clanking coming from the other side, as if something metal just hit metal. Or likely in this place, brass on brass. A wide stairwell leads down to the south. Another door leads off to the west.
The Efreeti is still leaning against death's door and has no real interest in going along with you. In fact, he seems to be glancing out over the balcony frequently. So he'll gladly remain behind. Ready to proceed, you head back to the door you came in from. Carefully opening it, you find the vast courtyard to be deserted. It is strangely quiet without the large bull screaming in agony. The five of you plus a cat quietly and quickly move to the first door on the right. Pae checks it and finds it unlocked and untrapped. Bahir takes the lead and opens the massive door revealing a relatively smaller chamber. From here, two more doors lead off from the far wall and the wall on the right. Above the right door, the wall bears a colorful fresco with writing incorporated into the design. The words are in Ignan which some of you can read. It says, Welcome to the House of al-Bazan. May the grace of flame bring you good fortune.
The charmed genie speaks up in response to the discussion about a fiery orb. "There is a shrine to Queen Ymeri, the Queen of the Inferno as they call her. It is said that inside there is a crystal orb which burns with a raging inferno. Though few, if any, have been inside to confirm this. This may be the fiery orb that this spirit you mention is referring to. The shrine is up above at the top of the palace." To Mah'ysa, the reference to heart's blood does appear to be a ritualistic requirement to open some path or door. But it is too vague to be of any use at this time.
Sorry... flight, jet-lag, etc... The Efreeti addresses Hazreem with a look of confusion on his reddish face that quickly changes to one of recognition. "I do not know of this Impossible Eye you speak of. No, wait. Yes. Yes I do. The fabled Impossible Eye. One of the many treasures kept by the Grand Vizier of this city. It should be safely locked away far from here." Continued "interrogation" of your charmed guest reveals that the Impossible Eye is a powerful magical artifact, a mirror used to for seeing. But he doesn't know much else about it properties. His knowledge is very limited in this subject and he doesn't seem to know any more. Taking the topic back to Jhavhul and his prisoners. You learn that this palace known as Bayt al-Bazan belonged to Jhavhul himself, a powerful man who was part of the Sultan's Court and aspires to greatness and power. While in the mortal realm, he seems to be preoccupied with a long ago beast of Rovagug to which he calls Xotani or the Firebleeder. He is attempting to transfuse a portion of Xotani's essence into his own body to become one with the Firebleeder. Mortals are brought in and he grants them three wishes, but only if the first two wishes are for what he desires. He believes that through this wishcraft he can become one with Rovagug. He is one of Jhavhul's lieutenants and handles the Prince's business as needed. He is able to provide you with details about the layout of this palace, at least as it stood over a hundred years ago, but he is unable to provide you with any details about the current inhabitants others than the ones he has already encountered and informed you about.
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