Brass Man

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2,841 posts. Alias of Darkfire142.


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The Spell has the fire descriptor so the whole spell fails to work.

Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

You can hero point to reroll if you wish.

Jor does a full attack on Gabriel

Melee Attack 1: 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32
Melee Attack 2: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31

Striking two blows he does 2d6 + 18 ⇒ (5, 1) + 18 = 24 and 2d6 + 18 ⇒ (5, 5) + 18 = 28 to Gabriel. Of course this is half damage due to the fact its a bladed weapon in water so 12 and 14 respectively.

He then gets a save to break out of the Dominate. 1d20 + 6 ⇒ (11) + 6 = 17 which he fails.

Spell Resistance: 1d20 + 16 ⇒ (18) + 16 = 34

It would have overcome it but the save is successful.

Ok Alathea, Unfortunately Fire Descriptor Spells don't work too well underwater. You'll have to make a DC 25 caster level check. I'll roll for you to see if it works. Even if it is 1/2 divine damage, the spell has the Fire Descriptor so follows those effects.

1d20 + 9 ⇒ (5) + 9 = 14

Unfortunately the spell fizzles as the water blocks the line of effect to the target. Fire unfortunately does not work well underwater.

As for Master Yap, he'll attempt to wand at Veylora.

1d20 + 7 ⇒ (20) + 7 = 27 vs touch

Woah a threat

1d20 + 7 ⇒ (18) + 7 = 25 vs touch

CRITCAL HIT with gloombind bolt

8d6 ⇒ (5, 2, 4, 5, 4, 2, 5, 6) = 33 damage

Reflex Save: 1d20 + 8 ⇒ (19) + 8 = 27 She is not blinded though. Veylora is not in good shape!

Aboleth Save: 1d20 + 6 ⇒ (9) + 6 = 15
Veylora Save: 1d20 + 8 ⇒ (1) + 8 = 9

They are both struck head on by the Cone of Cold that freezes the water around them to sub-zero tempatures. Unfortunately Veylora has 20 cold resistance due to her Water Elemental bloodline so takes only 14. Nonethless it does a solid strike on them.

Round 2 Start

Velyora will wordlessly look to the Aboleth and delay until after its move.

The Aboleth will use Dominate on Terevalis commanding him to hold and do nothing. DC 23 will save to resist or be dominated. He gives no command to Jor so Jor will continue to attack Gabriel on his turn. He then swims back a few squares. This is where Veylora strikes. She swims forward quickly and then unleashes a burst of elemental energy.

Everyone except Athola and Yap need to make me a DC 21 Reflex save. This does 11d6 ⇒ (3, 4, 1, 3, 6, 5, 1, 5, 5, 2, 2) = 37 cold damage or half on a save. If you fail the save you are also vulnerable to cold for 1 round.

Overcome Spell Resistance: 1d20 + 13 ⇒ (5) + 13 = 18

She does so so Terevalis is also affected.

Aboleth Will Save: 1d20 + 12 ⇒ (8) + 12 = 20
Veylora's Will Save: 1d20 + 10 ⇒ (17) + 10 = 27

Both resist the Holy Smite and are not blinded but are singed for 12 damage each.

Yap badly frozen by the blast of cold moves south in his bubble of air. He then pulls out a scroll and reads it and a bolt of lightning shoots out from it.

Aboleth Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9
Veylora Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10

The bolt hits them both solidly for 5d6 ⇒ (4, 3, 3, 6, 1) = 17 damage.

Only Terevalis has to go.

Jor on his turn swims next to Gabriel and tries to hit him with his sword. Fortunately as a Greatsword is a slashing weapon it does 1/2 damage in water.

Greatsword attack: 1d20 + 20 - 2 ⇒ (2) + 20 - 2 = 20

Fortunately the blow is fairly clumsy due to the water resistance and it misses.

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12

Jor is still dominated however.

Ok if you are willing to blow the spell Terevalis then Athola can have touch of the sea. She 5 foot swims away from Athola and then unleashes a spell that creates a Cone of Cold that causes the water to flash freeze over the party.

Cold damage: 11d6 ⇒ (6, 6, 1, 2, 3, 5, 4, 2, 2, 6, 1) = 38

Save DC 21 reflex for 1/2 damage. As for overcoming the spell-resistance. Spell Resistance: 1d20 + 13 ⇒ (8) + 13 = 21 so Terevalis is affected as well.

Yap's Save 1d20 + 6 ⇒ (20) + 6 = 26 and with a natural 20 he takes no damage as he hides behind Terevalis to avoid the blow. (House rule, nat 20 functions like Evasion/Stalwart)

Jor also tries to make a save. 1d20 + 6 ⇒ (17) + 6 = 23 He also makes the save and takes 19 damage.

As for the Aboleth it moves in front and looks towards Jor and attempts to dominate him.

Will Save for Jor: 1d20 + 4 ⇒ (10) + 4 = 14

Jor's eyes go glossy as the Aboleth telepathically gives an order to him.

Well did you have a spare casting of it before the fight?

Do you have touch of the sea or equivalent magic active? Remember this is underwater so if you don't have a swimming based spell you have to make swim checks and you move at 1/2 speed.

Assume the Dargonesti are currently dealing with the rank and file critters so won't be in this fight. There is fighting going on around you as Dargonesti fight to save their town.

Master Yap: 1d20 + 3 ⇒ (6) + 3 = 9
Jor: 1d20 + 2 ⇒ (14) + 2 = 16
Aboleth Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Veylora Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

First up Athola then Veylora and Aboleth

Surf Battle

Sorry for the slow responses. I am on a vacation week this week so my attention to posting boards is rather low. Things should pick back up next week once I have time.

Not going completely by the source material here. I made Veylora more evil an a willing collaborator to the Makwur-Sal.

Seaquake nods appreciatively to Alathea and then dives into the pool and leads the party through the citadel and the surrounding coral maze with only a few scant encounters with Toa along the way. As the party exits into the town proper they see a number of coral and shell houses of intricate designs but also ongoing combat between the Kho-Toa and sahuagin forces and the rallied Dargonesti Elves that have been freed from the control of the leaches and spells.

However off in the distance you see the lumbering form of the Undead Leviathan approaching the city. Seaquake yells out, "Deal with the Aboleth and Velora, I will distract the Leviathan."

With that he swims at top speed towards the lumbering monster.

In the meantime Velora and the Aboleth turn their attentions to you. Velora screams, "You did this you fools! The Sea Queen's Wrath Be upon you!" And they move to engage!

The Chuul runs away breaking through the ice and diving into the pool.

Using detect magic Terevalis finds that the sack on the floor contains the artifacts you were looking for including the Tear, Dragonlance and the Shard of Light. None of them look tampered with.

Other than that, Malkar has a number of magical items on him including:

A medallion of faith (Zeobim)
+2 Chain Shirt
+2 Large Falchion
Gloves of Dexterity +2
Ring of Protection +2
Cloak of Resistance +2
Pearl of the Sirines

Seaquake says, "With Malkwar-Sal dead my people should be free from the spells and leaches that control them. However more likely Veloria and the Aboleth will rally the remains of the Toa and other minions and start an offensive against the village as well as summon the Leviathan. We will need to hurry to the town and provide support. If we can take out their remaining leaders I believe with my aid we can drive off the Leviathan and the remains of the invaders. Come along now, time is of an essence."

Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16

The bolt of lightning rips through Malkar-Sal. Unfortunately his domains of Weather and Water do not protect him against this kind of attack and he is shocked by the bolt of Lightning doing enough damage to take down the Yrasdra sending him toppling onto his throne. He still breathes however as it is not quite enough to kill him outright.

As for the dragon it rips apart the creature on him after Athola distracts it with a backstab. (It didn't have a lot of health left so on average it would have been killed this round)

At the start of the next round Jor does a coup-de-grace on the giant, removing its head from its shoulders. There is a crackle of magical energy as with his death a number of spells are undone. As for the Chuul still in the fight it lets Althea go and looks panicked, seeing its master slain. It looks like it is about to flee.

No the Chuul is still on Alathea, that one is generally unhurt. I just forgot to roll its attack. It just has not acted yet this round. I will resolve its 3rd round attack if you wish.

The Chuul continues to constrict Alathea, 1d20 + 19 ⇒ (13) + 19 = 32 and does so for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage. It also attempts another bite so another DC 19 save and a 1d8 + 7 ⇒ (3) + 7 = 10 bite damage.

Gabriel Strikes 2 solid blows across the Giant of a creature, empowered by his smite they strike true. Malkar is looking severely injured but being a large creature he has a lot of resilience. Likewise Alathea is able to heal back the damage done by Malkar’s dark channel.

Round 3 Start

The Chuul continues to try and constrict.
1d20 + 19 ⇒ (16) + 19 = 35

And does so doing 2d6 + 7 ⇒ (5, 6) + 7 = 18 constrict damage.

It also tries to plant its other claw.

Claw attack: 1d20 + 14 ⇒ (11) + 14 = 25

Which hits doing another 2d6 + 7 ⇒ (5, 5) + 7 = 17 damage

It also bites and tentacles.

Fortitude Save: 1d20 + 13 ⇒ (17) + 13 = 30

1d8 + 7 ⇒ (4) + 7 = 11 for 11 damage. Seaquake is not looking so good but resists the paralysis.

Jor then acts next with a flurry of attacks.

Melee Attack: 1d20 + 20 ⇒ (5) + 20 = 25
Melee Attack 2: 1d20 + 15 ⇒ (4) + 15 = 19

The first blow barely hits for 2d6 + 18 ⇒ (3, 4) + 18 = 25 damage.

The Malkwar-Sal is barely on his feet after that mighty blow but he's defiant and still standing on his feet.

Next up Athola!

As for Malkwar-Sal, on this action he growls and channels negative energy in a 30 foot burst to clear out the stirges and the insects wailing on him. He then spends a Hero Point to use a Cure Serious Wounds on himself defensively.

Channel Energy Damage: 5d6 ⇒ (5, 4, 5, 3, 6) = 23

As the stirges only have 5 HP each, they instantly are slain. As he has selective channeling he'll leave out the Chuul, but everyone except Athola and Yap are hit by this. You need to make a DC 19 Will save to take 1/2 damage.

He then uses a hero point to cast a cure serious wounds on himself

Defensive Cast: 1d20 + 14 ⇒ (8) + 14 = 22 which succeeds barely.

Cure Serious wounds: 3d8 + 9 ⇒ (2, 7, 6) + 9 = 24

Makwar-Sal takes a swing with his large sized Falchion at Gabriel.

Falchion Attack: 1d20 + 20 ⇒ (18) + 20 = 38

That is a threat on his attack.

Falchion Attack: 1d20 + 20 ⇒ (6) + 20 = 26


AOO Crit Damage: 4d6 + 24 ⇒ (1, 3, 6, 1) + 24 = 35

Makwar strikes Gabriel with a fierce blow cleaving into him with his massive sized Falchion.

Master Yap will attempt to wand the Chuul on Seaquake.

1d20 + 8 ⇒ (1) + 8 = 9

Unfortunately the bolt flies wide.

The Chuul on Alathea will attempt to constrict.

1d20 + 19 ⇒ (10) + 19 = 29

And does so doing 2d6 + 7 ⇒ (3, 3) + 7 = 13 to Alathea

It then uses its tenticles to try and paralyze her. DC 19 Fortitude save to resist. Either way though she takes 1d8 + 7 ⇒ (5) + 7 = 12 from the mandibles.

The Dragon badly injured rips and tears into the Chuul in front of him.

Bite: 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
2d6 + 10 ⇒ (3, 5) + 10 = 18
Claw: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24
1d8 + 10 ⇒ (1) + 10 = 11
Claw: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18
Tail: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20
Wing: 1d20 + 17 - 2 ⇒ (13) + 17 - 2 = 28
1d6 + 4 ⇒ (3) + 4 = 7
Wing: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18

He rips into the creature for 36 damage.

The Stirges finally appear and swarm Malkar-Sal. Only one of them is able to hit him. (His AC is 25 with his buffs). The stirge latches on and inflicts 1 point of con damage. The Magic Missiles strike the Chuul on the dragon, wounding it further.

Round 2 Start

The Chuul tries to maintain the grapple on the dragon and constrict.

Grapple Check: 1d20 + 19 ⇒ (18) + 19 = 37

And does so doing 2d6 + 7 ⇒ (5, 3) + 7 = 15 damage to the dragon. It then uses a move action to put its testicles against the dragon in an attempt to hit it with a paralyzing bite and testicles

Dragon Fort Save: 1d20 + 12 ⇒ (16) + 12 = 28

Fortunately it resists the effects although he does take 1d8 + 7 ⇒ (1) + 7 = 8 damage from the bite.

Next up Jor attacks with a double swing from his sword on Malkar.

Jor Power attack 1: 1d20 + 20 ⇒ (7) + 20 = 27

Hitting for 2d6 + 18 ⇒ (5, 2) + 18 = 25 damage

Jor Power attack 1: 1d20 + 15 ⇒ (16) + 15 = 31

Hitting for 2d6 + 18 ⇒ (2, 6) + 18 = 26 damage

Jor strikes two more mighty blows into Malkar Sal. He is severely injured by the strikes.

Athola rolls behind the chuul and drives his blade through a weak point in its chitrnious plates striking a major artery and taking the already badly wounded creature down.

Makwar Sal on his turn growls angrely and yells in Ogre, "Feel the storm of the Goddess fools!"

Defensive Casting Ice Storm: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24

He succeeds (The DC was 15+8, so 23).

A dark prayer utters on his lips as suddenly a massive ice storm forms in the center of the room catching all the PC's but also one of his own minions.

Those in the 20 foot radius (Grey area) take 3d6 ⇒ (4, 5, 6) = 15 bludgeoning and 2d6 ⇒ (1, 2) = 3 cold damage. This has no save but dice 1d20 + 9 ⇒ (1) + 9 = 10 it fails to overcome Terevalis's spell resistance so he's unharmed. In addition the entire area is now difficult terrain and you have a -4 to perception checks. This does freeze the surface of the pool as well though so you can walk on it now.

Athola you can go on initiative 20

Master Yap on his turn moves carefully off to the side and then shoots a bolt of lightning across Chuul 1 and 2.

Lightning Damage: 7d6 ⇒ (6, 2, 6, 4, 4, 5, 6) = 33

Chuul 1 save: 1d20 + 6 ⇒ (13) + 6 = 19
Chuul 2 save: 1d20 + 6 ⇒ (17) + 6 = 23

Unfortunately they are rather quick on their feet and only take 16 damage each as they partially avoid it.

The last Chuul decides to go after the Althea. It moves up and tries to pincher her

Pincher attack: 1d20 + 14 ⇒ (13) + 14 = 27

That is a hit for 2d6 + 7 ⇒ (1, 2) + 7 = 10 damage

Grapple check: 1d20 + 19 ⇒ (20) + 19 = 39

And she is not grappled

Caught in the grapple, Seaquake rages out with a flurry of teeth, claws and wing buffets on Chuul 1.

Bite: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20
Claw: 1d20 + 19 - 2 ⇒ (16) + 19 - 2 = 33
1d8 + 7 ⇒ (8) + 7 = 15
Claw: 1d20 + 19 - 2 ⇒ (11) + 19 - 2 = 28
1d8 + 7 ⇒ (8) + 7 = 15
Tail: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16
Wing: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
Wing Confirm: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
2d6 + 8 ⇒ (6, 4) + 8 = 18
Wing: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
1d6 + 4 ⇒ (5) + 4 = 9

Doing 57 damage to the beast in a flurry of blows.

Jor's Initiative 1d20 + 4 ⇒ (20) + 4 = 24

Ok well since Jor rolled a natural 20 on initiative, he gets a Surprise Round before everyone acts. Reacting quickly he takes 5 foot step and takes a swing at Malkwar-Sal before he can swing his big falchion around.

Jor Melee Power Attack: 1d20 + 20 ⇒ (7) + 20 = 27

That should hit his flat footed AC for 2d6 + 18 ⇒ (1, 4) + 18 = 23 damage against Malkwar-Sal.

Chuul 1 and 2 go. Chuul 1 attacks the Dragon.

Claw 1: 1d20 + 14 ⇒ (16) + 14 = 30
Claw 2: 1d20 + 14 ⇒ (2) + 14 = 16

One Claw hits for 2d6 + 7 ⇒ (5, 5) + 7 = 17 damage and attempts a grapple with 1d20 + 19 ⇒ (20) + 19 = 39 and succeeds in doing so.

Chuul 2 will charge the dragon.

Claw 1: 1d20 + 16 ⇒ (15) + 16 = 31 and also attempting to grapple. 1d20 + 19 ⇒ (18) + 19 = 37

hitting for 2d6 + 7 ⇒ (3, 5) + 7 = 15 damage

And attempting a grapple 1d20 + 19 ⇒ (15) + 19 = 34

So the dragon is double grappled!

Next up in the order is Jor who will Full Attack with his greatsword!

Attack 1: 1d20 + 20 ⇒ (19) + 20 = 39
Attack 1 threat: 1d20 + 15 ⇒ (3) + 15 = 18
Attack 2: 1d20 + 15 ⇒ (1) + 15 = 16
Jor's Initiative 1d20 + 4 ⇒ (7) + 4 = 11

Ok well since Jor rolled a natural 20 on initiative, he gets a Surprise Round before everyone acts. Reacting quickly he takes 5 foot step and takes a swing at Malkwar-Sal before he can swing his big falchion around.

Jor Melee Power Attack: 1d20 + 20 ⇒ (7) + 20 = 27

That should hit his flat footed AC for 2d6 + 18 ⇒ (4, 5) + 18 = 27 damage against Malkwar-Sal.

Chuul 1 and 2 go. Chuul 1 attacks the Dragon.

Claw 1: 1d20 + 14 ⇒ (7) + 14 = 21
Claw 2: 1d20 + 14 ⇒ (15) + 14 = 29

One Claw hits for 2d6 + 7 ⇒ (1, 2) + 7 = 10 damage and attempts a grapple with 1d20 + 19 ⇒ (20) + 19 = 39 and succeeds in doing so.

Chuul 2 will charge the dragon.

Claw 1: 1d20 + 16 ⇒ (13) + 16 = 29 and also attempting to grapple. 1d20 + 19 ⇒ (12) + 19 = 31

hitting for 2d6 + 7 ⇒ (6, 4) + 7 = 17 damage

And attempting a grapple 1d20 + 19 ⇒ (5) + 19 = 24

So the dragon is double grappled!

Next up in the order is Jor who will Full Attack with his greatsword!

Attack 1: 1d20 + 20 ⇒ (10) + 20 = 30
Attack 1 threat: 1d20 + 15 ⇒ (16) + 15 = 31
Attack 2: 1d20 + 15 ⇒ (5) + 15 = 20

Weapon Damage: 2d6 + 18 ⇒ (2, 3) + 18 = 23

The first blow hits solidly but on the backswing his blade hits nothing but air as it is inaccurate.

Coral Citadel Throne Room Link

Here is the room link. I also put it in the Campaign Info.

Seaquake swims out and leads your way up the shaft to the next floor. Unfortunately you find there a sizable number of Kho-Toa at the ready. However With Seaquake with you though you are easily able to defeat them. After the Toa guards are dead, Seaquake leads you all upward again where you all exit a large 30 foot wide pool in the center of an Air-Filled chamber. The chamber is lit by a soft blue green light from the prosperous coral formations that are encrusted on the walls. Those of good alignment feel the oppression of evil as you see runes carved on the walls devoted to the worship of Zura. This place is both unhallowed and every non-worshiper of Zura also is under the effect of a Bane Spell. You get the sense that these are more recent additions and perhaps at one time symbols to the Gods of Good were prominent here.

(Bane causes Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects)

Sitting on a large and decorated coral throne is a giant sized man with deep blue skin and has a thick white beard. One hand is on massive sized Falchion he balances on the floor while the other is on the footrest of the Coral throne. He appears to be lightly armored, wearing some kind of chain-shirt, but also a good deal of bones of sea creatures, acting as his helmet, sholder pads, as well as further decorations for his armor. Around his neck you see an impressive medallion of faith bearing the symbol of Zura on it. He sits there giving you all a chance to enter the chamber and gives a stern and angry look at all of you. You also see at one corner of the room a large sack on the floor. Inside the room you also see three Chuuls who surround the party and clap their claws excitably.

Once you've all entered the room, Malkwar-Sal bellows out, "I underestimated you Heroes of Destiny! I had my suspicions that my cells could not hold easily men and women who were able to find such potent artifacts."

He gives a look to Seaquake and says in Draconic, "And Seaquake, I see you have also expidated yourself from your cell."

Seaquake sniffs angerly as lighting crackles in his mouth and responds "Free my people foul Yrasda of Zeboim. These are not your lands and you have no right to rule here!"

Malkwar-Sal chuckles and then responds, "All in the sea and ocean belongs to Dragon Turtle and if the Dargonesti will not bow to her will then they will be made to grovel before her fury!

He looks back to the party and says, "A pity I have to slay you all now. Zeboim would have given you freedom once the Gods paid your ransom. But now you've disrupted my plans enough and your interference is at an end."

He stands up from the throne taking his large falchion with two hands and says, "You now shall face the wrath of Zeboim's chosen!"

He utters a command in the Chuul language and the attack begins.

I will make a map later for now though I shall roll initiatives for the attackers.

Initiative Malkwar-Sal: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Chuul 1: 1d20 + 7 ⇒ (18) + 7 = 25
Initiative Chuul 2: 1d20 + 7 ⇒ (19) + 7 = 26
Initiative Chuul 3: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative Seaquake: 1d20 + 1 ⇒ (13) + 1 = 14
Master Yap: 1d20 + 4 ⇒ (14) + 4 = 18

The Seaquake looks at the Black Robe and narrows his eyes a bit but then says back to Terevalis, "I suppose one cannot always chose the company that saves them. If you travel with Sir Barca then you must have earned some degree of trust. It has been a long time since I've seen one of your kind black robe, let alone two together."

He gives a look to the Kobold as well a narrow gaze and then slowly starts to position himself and stretch out his limbs and wings. He appears to be a very good swimmer despite his size and bulk.

"Let us head along out way. The next encounter with Makwur-Sal has been too long coming."

Seaquake responds, "A Dragonlance you say. That is quite an artifact indeed. I would expect that the more valuable items would be in the possession of Makwur-Sal himself. He is likely in the upper most chamber of this Citadel. You shall have my aid to deal with this foul fiend and those that serve him. I am well enough to fight."

Seaquake considers Gabriel's words and says, "For rescuing me I would owe you a debt of gratitude. But even if we defeat Makwur-Sal, the people of this town will need my strength to defend them against the threats of the sea. If I were to leave with you, those under my charge will be undefended. Without me, they could be prey to other threats of the sea. Perhaps when things are stabilized here I may be able to lend my strength for a single task, but I know not how long that will be."

Well the dragon technically was at 1/2 health of his 150 HP so that brings him from 75 to 108.

The Dragon nods to Gabriel and taps the bars, probably hinting for you to let him go. Thankfully, the Beastmaster had the keys for the cage and the chains on him. The chains and the cage is specially enchanted to keep the dragon contained, unable to use magic and unable to use any of his special ability. Alathea heals the dragon and some of its wounds start to mend. Eventually the chains are off and the dragon is relieved to be free and gives a respectful nod and speaks.

”Greetings Sir Gabriel Barca and all who travel with him; I owe you my life. Allow me to introduce myself, I am Seaquake, Dragon of Bronze and guardian to the Dargonesti town of Surf. About a month ago, this town and its citizens were infected by a great evil. The foul Makwur-Sal unleashed a plague of Tumbidus Leaches that have taken control of the people of this town. This was further solidified by the mind controlling magics of Makwur-Sal, the influence of the Aboleth Oxpachta and the Sea Witch Veylora. I was overpowered defending the town but was kept alive and imprisoned, tortured by the Beastmaster and occasionally harvested of scales and blood. Now I am free, I must see that my people are freed from this evil lest they continue to be slaves to Zura. I cannot face Makwur-Sal alone though so I ask for further assistance from you good sir knight.”

Heading into the direction to the east you head off to the northeast and through the door and you find that there is a series of solid stone-barred cells carved out of rock as metal would rust in an underwater environment. Inside the largest of the cells you see something that surprises you. Chained up inside the largest of cells a large-sized dragon with Bronze scales. Its chained tightly up with numerous strong looking chains and its face is covered in a massive muzzle. The dragon looks like its been beaten and starved as it is covered in scars and looks rather gaunt for a creature of its size. It looks out at you in desperation and taps the bars with the metal muzzle, probably urging you to let it out.

Knowledge Arcana to identify the type of dragon.

Before the group heads to the next floor, they hear some banging from the direction where the beast-master originally came from as something was rattling itself against a metal cage. Do you investigate or do you continue to head up?

Ok I've been away for a while. I got sick this week so have been away from the posting boards.

The characters head back to the Coral Citadel. You've explored the bottom temple and the 2nd floor of the citadel (The Dungeons), There is a Main Floor above as well as a chamber all the way at the top.

Back to the Citidel of course. But unfortunately I can't run the game this week due to an upcoming gaming convention. I have a lot of work to prepare for!

I would be willing to Bot him. In fact if he's gone I can narrate him out of the game as he eventually will be meeting up with others of the Brass Tigers.

Sorry for the slow response but I'm preparing for a convention game and am very busy at the moment. I'll post when I get some more time.

The thrall refuses to answer Terevalis but Yap reinforces, "ANSWER THE QUESTION."

She grits her teeth and says, "The treasure chamber is on the second floor in Citidel, the one with the dungeons in the right door from the central shaft."

Yap recognizing that's where they have already been there says, "We have already been there and we didn't find what we were looking for. Whatever, tell me where Makwur-Sal resides in the Citidel?"

The vampire responds, "He would most likely reside in the throne room, the chamber at the topmost portion of the central shaft of the Citidel."

Yap nods to Athola and then looks back to Laerdya and says, "Tell me where Makwur-Sal keeps his greatest treasures."

Laerdya gives a sneer and then says, "I do not know that Scaled One. Maybe in the treasure chamber or if valuable enough on his person."

Knowledge Religion for Yap, 1d20 + 10 ⇒ (16) + 10 = 26

Yap hears this and says, "WHAT! They're just weak undead! Vampire Thralls by the looks of it so they're intelligent. We're stuck here underwater with our spells running out and you're giving up the chance to get some information on where we should go? Ya know what! I'll handle this you weak fools!"

Yap moves into the room and yells out in draconic, "BY THE POWER OF LORD NUITATI I BIND YOU! KNEEL BEFORE YOUR NEW GOD!"

He uses Command Undead. As these are only 4 HD undead he can do so.

Male Thrall 1 Turn Resist: 1d20 + 4 ⇒ (12) + 4 = 16
Female Thrall Turn Resist: 1d20 + 6 ⇒ (1) + 6 = 7
Male Thrall 2 Turn Resist: 1d20 + 4 ⇒ (4) + 4 = 8
Male Thrall 3 Turn Resist: 1d20 + 4 ⇒ (10) + 4 = 14

When he enters the room the Thralls try and rush him only to stop mid-swim when the dark magic ebbs from Yap and they immediately stop and then kneel before Yap. They give predatory looks to Yap but are cowed by the magics.

The woman vampire thrall looks to Yap and says in Elvish, "What do you want." She gives a confused for a moment look probably never having seen a Kobold before she then responds, "..Scaled one."

Yap cackles evilly and responds in elvish, "Tell me everything you know about this place SLAVE! AH HA HA HA!"

The female vampire thrall looks to Yap and hisses, her fangs showing but prevented from attacking due to the commands. She then responds in elvish, "This is the Brain Coral Garden that surrounds the one time seat of the government of the Town of Surf, the Coral Citadel. Makwur-Sal now rules here and he has for a number of months. He enslaved the people of Surf and subverted Lord Lankanos as the ruler here. The Leaches keep the Dargonesti under his command, while the Kho-Toa act as his direct minions. The Sea Witch Veylora deals with affairs in the town while Makwur-Sal rules from the Citidel. There is also a squid-like monster that accompanied them here, I do not know what he is."

Yap rubs his chin with a sly grin and replies in Elvish, "Humm...quite interesting Slave! How is it that you came here in the first place?"

The vampire thrall once again struggles against the magic but then replies in Elvish, "My companions and I were once warriors of Surf and I was the patrol leader. I...was once called Laerdya. We were out on patrol where we encountered a creature who lurked in the darkness... he made us this way. Makwur-Sal later killed it and then commanded us to follow him and we were compelled to obey. After the town fell to his command he imprisoned us in this place. He once in a while throws us something to feed on but that is hardly enough. We wish to feed... give us something to feed on... scaled one."

Yap snaps back at them, "Don't EVER make commands of me SLAVE! I am your master and you will obey only me now! Grovel before me you worms!"

The thralls are forced to grovel on the ground but definitely don't like doing it.

Yap then looks back to the others and says, "So what do we do now?"

As far as his detect magic says the Artifacts don't appear to be in the room. Unless they're being cloaked in some way by magic, they aren't here.

Master Yap sees them and hears Alathea and says, "Undead things probably know things though. They may be able to talk. Great Master Yap can bind these Undead to his will and make them tell us info, yes yes!"

The Daylight Spell pierces the darkness and you hear a gurgled hiss as peaking out from the dark hallway appears to be a group of what appears to be four Dargonesti Elves although they definitely don't look very healthy. They have a very pale complexion and their eyes bestial. The surprise of the light apparently has momentary startled them and they hiss showing that their mouths have sharp fangs. Not liking the light of the daylight spell they back away further into the room and out of sight. Knowledge religion can tell what these creatures are. As for their makeup there seems to be 3 male and one female creature.

The group approaches the door and Terevalis using his detect magic sees there is a combination of two spells cast in the room. First there is a Darkness Spell that shrouds the room from normal sight. As for the other spell the runes help maintain an Undead Ward spell, allowing it to be permanent until it is removed or dispelled. This spell is typically used to keep Undead at bay and in a closed space with seemingly only one exit a good spell to use to trap Undead creatures inside an enclosed space. As this seems to be blocking a tunnel the dark-vision of Terevais and Yap just see a small hallway leading into some kind of room but see no creatures from the angle they are at. Fortunately (or unfortunately), this barrier does not keep living creatures from entering. What do you do?

Using Clarivoyance, Alathea finds out that to the north there is no enemies and to the west seems to be another tunnel north, a tunnel snaking further west and to the east a tunnel which at the end seems to be a passageway heading south. To the south you find the passage leads to a dead end chamber but that side passage you can't see into as it appears to be shrouded in magical darkness and some glowing runes line the outside of the doorway. To identify the magic involved you'll need a spell-craft check.

Heading off to the east the party comes to a hallway heading north and south. To the south you see a side-passage heading further east and the tunnel wind down further to the south. To the north you see the tunnel that has an east and west direction. Where do you go next?

Indeed, waiting on you. Do you want to head off into the coral maze or search the Citadel more?

Remember you are missing those every important artifacts. They more likely are probably still inside that large citadel you went out of. Unfortunately Alathea used her finding spell to track the Sea Witch and not try and locate the Artefacts themselves. Just don't want you to go too far off the rails here.

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