[X] Head home to rest and return to Angril's hideout at daybreak to confront him. That item could be of great use for one of your talents

If he is out drinking all night he should be in a heavy alcohol induced sleep.
 
Part XXI: Thief Hunt Part Four
Thief Hunt Part Four

Thirtieth Day of the Ninth Month 289 AC

Angril's latest hideout is in Silty Town, far from his usual haunts. Perhaps he is trying to make a break with Old Gorthos. If that is the case then this must be one of the most foolish decisions you have even heard of. Bragging that one has a priceless treasure and then making a run for it, not even away from the city at that.

You take a snake boat to the place Yma indicated paying the taciturn boatman and then waiting until he is out of sight before moving to your final destination.

The old stilt-house over the brackish water of the nameless canal looks to have seen better days, perhaps some time during the Conqueror's reign. You carefully step towards the door. From inside you can hear only muffled speaking and the cackle of flames. Fopefully you can charm the thif before he unleashes the fire creature.

You knock once, twice, thrice more forcefully. Nothing. No choice then, you think and order Ser Richard to break down the door. The old brittle wood gives way swiftly before his strength.

What you see inside however shocks you. Angril lies dead his face and hands blackened by fire. The chalice lies among the remains of a incinerated table in the center of the room. The cause of the destruction is immediately apparent too.

A creature of lurid, darting flame dances and capers obscenely through the room causing the waterlogged wooden floor to smoke and creek alarmingly. Its shape and size are roughly humanoid, but its features shift and crackle like the leaping flames of a bonfire. The creature speaks Old Valyrian its voice rustling like wildfire:

"The heir of Stolen Fire comes," It lets out a cruel sharp laugh. "Your death would be most pleasing to me, your blood more sweet than the fool's, your power perhaps enough to let me escape this loathsome cage."

You only have a moment to react what do you do?

[] Fight the creature alongside Ser Richard
[] Try to Charm it
-[]Follow-up on success (write-in)
[] It cannot follow you over the water run outside and dive into the canal.
[] Write in


OOC: Your enemy is a Harginn, an evil elemental created when dark magic taints the Elemental Plane of Fire. It should be obvious what happened here, Angril tried to summon something too powerful and evil and suffered the consequences.
 
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[X] Try to Charm it
-[X] Get it near the water and hit it in. Have Richard kill it.
-[X] If the charm fails, it cannot follow you over the water run outside and dive into the canal.



Combat spells and our level 4 Fighter could probably have killed it. Unfortunately, we don't have any goddamn combat spells. There's no way we can take this thing right now.

Edit:

16HP? Okay, we have a shot.
 
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I don't think charming will work. As for fighting... not risking it.

[X] It cannot follow you over the water run outside and dive into the canal.
 
[X] It cannot follow you over the water run outside and dive into the canal.

Combat spells and our level 4 Fighter could probably have killed it. Unfortunately, we don't have any goddamn combat spells. There's no way we can take this thing right now.

Ser Richard can probably kill it on his own. He does 8 damage on average and this thing has 16 HP. Of course the problem will be hitting it.
 
So is that a Small Elemental or a Medium one?

It's a medium sized creature with the fire and evil sub-types. It has 3 HD and a CR of 2.

These are it's special abilities:

Fire Spray (Sp): As a standard action, a fire grue can create a 30-foot cone of fire, dealing 2d6 points of fire damage (Reflex DC 11 half). This ability is the equivalent of a 2nd-level spell.

Blur (Sp): Fire grues naturally flicker and waver continuously as if under the effect of a blur spell (caster level 10th). They have concealment against all attacks by creatures that rely on sight.
 
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[X] Try to Charm it
-[X] Get it near the water and hit it in. Have Richard kill it.
-[X] If the charm fails, it cannot follow you over the water run outside and dive into the canal.
 
Don't really like those options. Running away means the Elemental is free to rampage and someone else picks up the chalice, trying to Charm it... I don't think much of our chances there, as it already wants to attack us, and fighting directly is going to get us burned. Hmm.

[X] Pick up the chalice while Ser Richard distracts it, run towards the water, and see if you can do something with the magic item. After all, you're a true sorcerer, not some incompetent cutpurse, so you should be better at this.
-[X] Help your companion kill it if that fails, be it by pushing it into the water, splashing it, wrapping it in wet cloth, or just hitting the damn thing hard enough.
 
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[X] Pick up the chalice while Ser Richard distracts it, run towards the water, and see if you can do something with the magic item. After all, you're a true sorcerer, not some incompetent cutpurse, so you should be better at this.
-[X] Help your companion kill it if that fails, be it by pushing it into the water, splashing it, wrapping it in wet cloth, or just hitting the damn thing hard enough.
 
[X] Try to Charm it
-[X] Get it near the water and hit it in. Have Richard kill it.
-[X] If the charm fails, fight the creature alongside Ser Richard

 
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