Lucendar's Legacy of Fire PbP

Game Master Lucendar


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I agree on either Dumah or Brebork taking the necklace. Opposing mages seem to aim at the clerics and arcane casters more than others, especially at the early levels. Either of you could make really good use of it.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

"Yes Dumah, I agree that the necklace would be well suited in Brebork's possession. If it hadn't been for his blessed connection to Sarenrae I doubt that I would still be alive. He has earned the right to have it."


Male Half-Orc Cleric 2
Quote:
"Yes Dumah, I agree that the necklace would be well suited in Brebork's possession. If it hadn't been for his blessed connection to Sarenrae I doubt that I would still be alive. He has earned the right to have it."

I suppose that any prayer which I do make to shield myself is a blessing that could be better used to cure a serious wound or to even to provide Sanctuary to another spellcaster....such as Dumah. It is not unreasonable for me to wear the brooch and it seems the team is leaning in that direction. Then again...Dumah must devote his efforts in preparing spells to protect himself, which he might otherwise use for something powerful..... Dumah, you know more about this kind of magic than I - so be honest, valiant wizard! - if you have second thoughts and think it more practical for you or anyone else to wear it please speak now.

Dumah reaches for the brooch and dons it (unless anyone objects of course). He strikes a pose.

Will someone come with me to check on the other buildings quickly? They all apear roofless and there is no apparent danger, but it would be well to stay together no? I just want to make sure there is no other danger lurking about before we retire for the night.


Dumah hands the brooch to Brebork.
It has 98 points left.
I'll go with you. I still have a spell or two that would be useful if the ruins still pose a threat. There should be plenty of time to return here and rest before dawn.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

"I suggest that Quzman or Kyra also go with you to investigate the other ruins while the rest of us stay here to secure our holding. I'll watch you from the doorway and if you signal, or I see trouble, the rest of us can come to your aid."

so who has the necklace? Breork's post indicates Dumah puts it on but Dumah's post says he gives it to Brebork.


Dumah and Brebork scout the ruins. Brebork has his darkvision and Dumah casts light on a coin. Not much is found other than dirt and decayed buildings. It's like walking through an empty cemetery. Walking through the village is melancholic, as you can see where children may have gathered to play, the wall where wet clothes may have been hung to dry, etc. Unfortunately, the harsh truth of a gnoll invasion on this defenseless village snaps you both back to reality. You picture the gnolls killing the villagers, pillaging their homes, and then setting fire to the entire place. You know that nothing remains here but memories, which only fuel your desire for vengeance even more.

The night passes peacefully, but you are ever alert on watch. The sky is indeed another beautiful tapestry of stars. When morning comes, it sems the desert's memory has been wiped clean. You can find none of the skeletal corpses and there is no evidence of a battle ever being fought for your lives, while a sandstorm closed in on you. Yet, the battle remains in your memories. Garavel, his ever cheerful self, urges you to ride hard after breakfast. "The Sultan's Claw is less than a day's away and I cannot keep my mistress waiting." With that, he rides east.


Male Half-Orc Cleric 2
Quote:
so who has the necklace? Breork's post indicates Dumah puts it on but Dumah's post says he gives it to Brebork.

Brebork is wearing it.


Yes, Brebork is wearing the protective necklace.

Dumah will be one of the first to mount up, ready after the sites within the ruins to not only pursue his personal mission, but to unleash some arcane wrath on any gnolls that cross his path.


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

"Right. Lead the way Garavel. Let's see if we can get some revenge for the slaughtered vilage."

"Altough we all did very well against the undead, I say we are cautious in getting to The Sultans Claw."
"We can never know what has happened there ..."

With that thought lingering on her mind, she mounts up and follows Garavel.


Male Half-Orc Cleric 2

His morning rituals completed - and content that all the waterskins are turgid with freshly conjured water, Brebork gets on his camel and advances into the day. He sings a devotional song to celebrate the sunrise.

He's a bit of a ham - in case you haven't noticed


Much of the morning passes quickly, as you ride at a good pace, first east, then north, ever watchful of the dangers of the desert. As you ride, the immense outline of a mountain is seen in the horizon. "Pale Mountain, chaps", Garavel tells you, "wouldn't want to be caught dead there! As usual, the heat and humidity soon rise with the passing of the hours. At least you're all getting a good tan. You stop various times throughout the day to drink water and eat lunch, and thankfully it all occurs uneventfully.

By 3pm, Garavel tells you're close. As you cross over the next hill, you see a craggy tree with five immense leafless branches, that appears to look like a talon grew out of the land and a not a tree of wood. Something like this but with thicker and longer branches pointing up: Sultan's Claw

At the base of the tree, a caravan of a half-dozen wagons and a large tent come into view, as well as a small pen of goats and chickens. You see various men and women walking around although you are too far to catch details. As Garavel sees the scene, he smiles and urges his camel on, saying to the party, "Come now, my mistress will be so pleased with the warriors I have chosen!"

You strive to catch up with Garavel. When he's about 80' from the site, you are all taken aback and cover your eyes instinctively, as one of the more elaborate wagons, distinctively emblazoned with painted moons and stars, suddenly explodes in lush orange and red flames! In fear, your camels stop abruptly. Ride Checks DC 15 please. Garavel is thrown from his camel, where he lands in the desert sand. Without hesitation, he gets up, screaming "Almah!!!!!", as he runs like a madman to the scene.

If you make the ride check, you can stay on the camel. If you fail, you suffer 2 points of nonlethal damage from the fall. You can make Acrobatics Check DC 15 to avoid damage. After the check, post your actions. I will describe more in detail what you see as you get closer, but right now, the explosion has spread the fire to the tree, the other wagons, and the main tent.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Today Eli is more comfortably on the camels back but he still struggles to keep it going the way he wants to go. With the ruins behind him his demeanor starts to shift back to joyful and is soon telling and laughing at jokes and encouraging the desert heroes to join him at cards if they care to wager anything after supper. Upon seeing the encampment he is relieved that this leg of the journey is over, but his beaming smile soon becomes a look of shock as the wagon goes up in a blaze and Garavel screams. His camel tosses and Eli is tossed to the ground with a loud, "OOOFF." Glancing around he tries to see who or what could have caused this as he stands up and prepares to rush in and aid Garavels rescue attempt.

Ride Check 1d20 + 3 ⇒ (6) + 3 = 9
Perception Check 1d20 + 5 ⇒ (14) + 5 = 19

EDIT: Added Ride check and adjusted action accordingly


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Quzman spent the evening and day relatively quietly in contemplation of death and the abomination that his captain had become. He responds to direct questioning, but otherwise keeps to himself during the ride.

He sighs with relief as camp comes into view. For once, he was glad to get off the open desert and into camp, when the scene drastically changes. Quzman keeps a firm hold of the reins, and keeps his camel under control. He takes a quick glance around, to see what has happened, and if he can see anything out of the ordinary (Other than the obvious explosion =p) around the camp, before kicking his heels into the camel and charging forward to lend aid.

"What the blazes?!? Heeyah! Giddyap!"

Ride: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 ⇒ 5


Post the action of the prior evening, Jarva had quietened down again. His ride was mostly silent as he listened to the stories the others told. As they approached the village, he began looking around at the sights. He was jolted by the fiery explosion ahead. He awkwardly tried to control his mount.

Ride 1d20 + 1 ⇒ (1) + 1 = 2

Feeling himself falling, he attempts to land while rolling in an attempt to minimize the fall.

Acrobatics 1d20 + 1 ⇒ (7) + 1 = 8

He curses loudly as he flops uncomfortably to the ground. Getting back to his feet, he takes off in a run toward the burning wagon to see if he could help.


Male Half-Orc Cleric 2

This is something I wanted to try earlier when they approached Fort Lockjaw. Touch of Glory. A special ability of Brebork's that we may find a use for in our campaign. He has been planning this in advance, so this would be the company's introduction to it. It looks like something is amiss at the Sultan's Claw...so if the DM thinks he can't pull it off in advance of arrival...well we'll disregard this post again and maybe he'll use it later..DM, pleasee let everyone know if they can read under the spoiler. Thanks

Brebork's Plan:

Some ten minutes before they arrive at the Claw...before anything appears amiss, Brebork motions his companions together and calls forward to Garavel who is eagerly rushing ahead.

Garavel! Just a moment, sir! And to the group... "Friends. We are now going to meet the Princess Almah and her entourage - our employer and perhaps an important ally in in our coming struggle. The people we are about to meet will be looking up to us for our leadership, our expertise, our strength and perhaps even friendship. I think it is important that we make a good first impression to set the tone and earn their trust. Please allow me to call on the Dawnflower to illuminate our words and deeds a little with her divine splendour... "

Brebork moves to each party member brushing off the dust and cleaning their faces with a clean towel - pep talking them by praising their deeds and their talents. Soon everyone feels something - a special je ne sais quoi. Everyone feels a little more confident....like a million gold pieces!

Touch of Glory x 6: gives each of us +1 on a Charisma check anytime for the next hour.

Even if they don't use it now, the characters might think of ways to use it later


Male Half-Orc Cleric 2

Ride Check 1d20 ⇒ 8
Perception 1d20 + 3 ⇒ (4) + 3 = 7

Brebork hums a triumphant tune as the party gallops into sight.

Lo! Something is amiss! Ride on brave companions! We are need - Ooouff!

Brebork flies off the camel and lands flat on his face. He gets up spitting out dust.. *****!! he curses in Orcish..then looks ahead to see what's wrong.

***** Even a fictitious, anglicized phoneticization of this expression is inappropriate in this forum. Brebork is fortunate to serve a forgiving Goddess.


Brebork wrote:

This is something I wanted to try earlier when they approached Fort Lockjaw. DM, pleasee let everyone know if they can read under the spoiler. Thanks

** spoiler omitted **

Yes, that's fine, I like the in-game explanation for it. Everyone can read the spoiler. I kind of fast fowarded the action a little. So you all have Touch of Glory on.


Ride check 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics 1d20 + 2 ⇒ (5) + 2 = 7


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

Ride Check: 1d20 + 5 ⇒ (9) + 5 = 14
Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8
Bloody dicemonster ...

At the explosion Kyra is unable to hold her mount in check and she gets thrown off its back. She attempts to roll with the fall but her cloak gets in the way and she falls on her back hard enough to blow the wind from her lungs.

Cursing loudly she jumps back up trying to get her mount in check again.

Ride Check: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Nature: 1d20 + 4 ⇒ (8) + 4 = 12
Don't know it I need the checks but still ...

After calming down the animal, she remounts it and spurs it into action, towards the fire.

Ride Check: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge Nature: 1d20 + 4 ⇒ (13) + 4 = 17
Again not sure if I need the rolls ...

"Let's go and hope we're not too late ... !"


Male Half-Orc Cleric 2

Acrobatics: 1d20 ⇒ 14 2 HP internal taken
That smarts.


The explosion rocks the caravan, as it spouts flames into the air, that fall on two wagons, the tree, and the main tent. The wave of force frightens the camels and all of you with the exception of Quzman, the skilled Badawi horseman, fall hard to the floor. You pick yourselves off the sand and head towards the burning caravan, while the camels, quite spooked, meander off back up the hill.

As you follow Garavel, he heads to the main tent. Suddenly, the central flap of the elaborate tent flies open and out steps a regal looking woman. Almah Roveshki You hear her speak in a commanding voice, with her back turned to you, "Douse that flame over there, you four form a bucket brigade, now!" Garavel, who is out of breath, says "Mistress Almah, are you fine, are you hurt?" Almah looks back, "Garavel, you have such timing! And I see you brought friends. Good! You six, find a way to help!" Almah runs to the bucket brigade.

The situation is quite chaotic, as you hear people yelling, coughing, moaning, and crying. As you glance over the caravan, this is what you see in those few seconds, when you arrive at the scene:

1. Directly to the N, Almah, Garavel, and 4 of her personal guards (dressed in red chitin-plate armor) are starting to run back and forth with buckets in their hands between the burning wagon that exploded, the tent, and an uncovered wagon about 20 feet away that contains a huge barrel of water. If you head here, make an Intelligence check

2. As you look to the E, you see four burly men in armor struggling to pull an enclosed wooden wagon away from another burning wagon whose flames are flickering and sending sparks in the air. They are struggling to move it.

3. To the NW, behind the burning wagon, you see severely wounded men and women on the floor, who are badly burned, trying to be treated by a short red-haired halfling with a kit in hand, but is does not seem he can attend to all of the victims at once and he is looking around for help with a worried look on his face.

4. To the W, you see pigs, goats, and sheep from the pen have been spooked by the fire and have escaped and are running wild. You see a man and a woman trying to wrangle them, but it does not look like they're having much success.

For the sake of order, roll initiative, and tell me your actions and where you head. Quzman, you can act in the equivalent of the surprise round, as you arrive there more quickly on the camel. You can try a fast dismount as DC 20 Ride Check (free action) or dismount as a move action. Then you have a standard action left. After that, Round 1 starts!


Initiative 1d20 + 1 ⇒ (12) + 1 = 13

Looking at the scene of chaos in front of him, Jarva decides to head toward the east 2 and help the men trying to move the undamaged wagon and keep it from going up in flames. "C'mon guys, let's get this wagon out of harm's way!


Female Human (Kelishite) Ranger 1 (Fav. Class Ranger +1HP)

Initative: 1d20 + 3 ⇒ (12) + 3 = 15
Intelligence: 1d20 ⇒ 16

"I'll go help douse the flames ... Quzman be careful we don't know what caused that fire ..."


Initiative 1d20 + 4 ⇒ (4) + 4 = 8
Dumah will head to the north to help extinguish the fire. He'll use his Ray or Frost cantrip to hit the base of the fire and try to start squelching it.
Intelligence 1d20 + 4 ⇒ (6) + 4 = 10


Male Half-Orc Cleric 2

Initiative: 1d20 ⇒ 15

Someone appears wounded beyond the wagon! Brebork runs to their aid.


Waiting for Quzman and Eli to post to continue...


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Adrenaline pumping Eli picks himself up off the ground and races to join the bucket line. "Here let me lend a hand, the more we have the quicker we can move these buckets." Speaking to a member of the brigade he slides in line behind them quickly adding his hands to the line of bucket passers moving the precious water closer to the dangerous fire and he asks, "Is everyone accounted for, could anyone be trapped inside?"

Intelligence Check 1d20 + 1 ⇒ (1) + 1 = 2


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Quzman rides up to the camp, and dismounts near the wagon that is in danger of catching fire. "Here men, let me try and give you a hand with that."

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9


Kyra Rusmanya wrote:

Initative: 1d20+3

"I'll go help douse the flames ... Quzman be careful we don't know what caused that fire ..."

Kyra, Dumah, and Eli go to the principal wagon's fire, where Almah and her crew are forming a bucket brigade. Eli immediately joins and grabs a bucket. Almah's personal guards have worrisome looks on their faces.

For Kyra only:
You realize that the brigade is not that time efficient (maybe 6-7 rounds with everyone), but maybe a particular strong person, like youself, could try and carry the bucket on the other wagon directly to the fire. You would risk however falling or slipping and wasting the camp's clean water supply.In game terms, if you roll a 1 on a Str check, I will rule that you spill/drop the bucket, wasting all the water.

For Dumah:
While it works on the blaze, your ray of frost is such a thin and concentrated blast, that it does not cover a large enough area and is not very time efficient. Think of putting a fire out with a water pistol from the 1980s. It may work but will take you forever.


Brebork wrote:

Initiative: 1d20

Someone appears wounded beyond the wagon! Brebork runs to their aid.

Brebork rushes to tend to the wounded. You see 3 people who are the most seriously wounded and probably closest to the explosion, as most of their bodies are burned. You see a male halfling, on his knees near the bodies, talking to himself: "My goodness, my goodness, I can't help all these people. They're about to die and I don't know what to do. As he sees you approach, he feels hope, and says, "Priest of Sarenrae, thank the heavens, who should we treat first???"

You can make a Heal Check to determine who needs healing the most.


Jarva bin-Stavain wrote:
Initiative 1d20 + 1 "C'mon guys, let's get this wagon out of harm's way!

Jarva and Quzman head to the wagon, where four men are trying to pull it. You hear, as you approach, "Ok, men, puuuuuuuush!"

However, despite the men's best efforts, the wagon fails to move. The men have soiled leather armor on and greasy hair. You hear one of the men say "C'mon, Trevis, it's too heavy, we're wasting our time." As you both approach, the man they referred to as Trevis looks as you and says "You both look sturdy, any of you wish to give it a try. My men and I will pitch in and try to help from the back." The wagon looks extremely heavy and those sparks keep flying.

You have 2 options, you both can try a Strength check or Jarva can do aid another for Quzman, the strongest of the bunch.

For the first round, you receive only an additional +2 to the roll.

Trevis aid another: 1d20 + 1 ⇒ (4) + 1 = 5
Utarchus aid another: 1d20 + 1 ⇒ (6) + 1 = 7
Dullen aid another: 1d20 + 1 ⇒ (18) + 1 = 19
Derek aid another: 1d20 + 1 ⇒ (2) + 1 = 3


Good analogy.

Are any of the animals in a small enough area that I could hit a group of them with a Sleep spell without knocking out people? Especially any that may actually be in danger (near a drop off, etc.). Or perhaps two Sleep spells (he could use his memorized one and use his bonded object to cast it a second time.

EDIT: Are we still in a sandy part of the desert at the caravan, or is it stopped on hard rock? If it is on sand, Dumah will say to the individuals on the water bucket line Would it not be just as effective to have everyone take a bucket to the burning wagon and throw scoop after scoop of sand upon the blaze?


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Quzman heads up to the wagon, and gets in the position he thinks he can best help the situation. "Give me a big push, and we'll see what we can do here men."

STR: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15


Male Half-Orc Cleric 2

Heal Check 1d20 + 7 ⇒ (12) + 7 = 19
Brebork swiftly approaches and examines each of the patients, reassuring them as best he can with words of encouragement. He also pulls out the Healing Kit and readies his Holy Symbol for the task at hand.


Dumah wrote:
Are any of the animals in a small enough area that I could hit a group of them with a Sleep spell without knocking out people? Would it not be just as effective to have everyone take a bucket to the burning wagon and throw scoop after scoop of sand upon the blaze?

Dumah notes he could catch 2 goats and a pig in a sleep spell without affecting the man and woman trying to wrangle them.

You are on the sandy portion of the desert. When Dumah, speaks, Almah says, "Because it's faster to fill the bucket with water than it is with sand. Unless you want us to get on our knees to do it. Even so, it's more time consuming your way and we don't have time to waste. So unless, you're going to do something helpful, keep quiet." She seems frustrated and angry.


Quzman Garhani wrote:

"Give me a big push, and we'll see what we can do here men."

STR: 1d20+3+2

Quzman's muscles bulge, but he does not get a good grip and the wagon slips from the his hands, barely moving any ground.


Brebork wrote:

Heal Check 1d20+7

Brebork swiftly approaches and examines each of the patients, reassuring them as best he can with words of encouragement. He also pulls out the Healing Kit and readies his Holy Symbol for the task at hand.

He can tell the man in front of him has seconds to live (he's amazed how he's survived this long), while the other two women will be dead within the minute, if no one acts.


Jarva also tries to push the wagon, with the help from the ramaining men.

Strength check 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23


The_Gnoll_DM wrote:


Almah says, "Because it's faster to fill the bucket with water than it is with sand. Unless you want us to get on our knees to do it. Even so, it's more time consuming your way and we don't have time to waste. So unless, you're going to do something helpful, keep quiet." She seems frustrated and angry.

Dumah casts Sleep on the grouping of animals, Will Save DC 15.

Then he grabs a bucket, stoops over and scoops it half full of sand and throws it on the fire. Through example, he's trying to show it is quicker to crouch, scoop sand and throw it then it is to move twenty feet back and forth between scoopings of water.


Jarva bin-Stavain wrote:

Jarva also tries to push the wagon, with the help from the ramaining men.

Strength check 1d20 + 2 + 2

Though Jarva puts almost all of his strength behind it, the men appear tired and do not help much ( that's how I explain their 3 of 4 failed aid another checks ) and Jarva only moves wagon 1 foot. You can try again next round.


Dumah wrote:
Then he grabs a bucket, stoops over and scoops it half full of sand and throws it on the fire. Through example, he's trying to show it is quicker to crouch, scoop sand and throw it then it is to move twenty feet back and forth between scoopings of water.

Dumah casts spell and all 3 animals fall asleep. This round, he grabs bucket as move action. If you look at it in game terms, you bend down (move) and scoop (move action). Following round, you stand and throw sand. Then repeat. Almah scoops water and moves. Throws and moves back. Repeat. You both empty your bucket once every 2 rounds but she is throwing a full bucket of water, according to her argument.


"Okay everyone, let's try again, on three. One, two, three!" Jarva again attempts to move the wagon.

Str. 1d20 + 2 ⇒ (3) + 2 = 5

Didn't add any other bonuses this round, DM. Please add them, if there are any.


On Round 2, the men try to put more effort on their push attempts. Trevis falters again but he acts as a cheerleader, saying "C'mon Ute, Dullen, Derek, push! I see it moving, it's about to go." Trevis looks at Quzman, "You there, give it one good push!"

Trevis aid another: 1d20 + 1 ⇒ (7) + 1 = 8
Utarchus aid another: 1d20 + 1 ⇒ (14) + 1 = 15
Dullen aid another: 1d20 + 1 ⇒ (12) + 1 = 13
Derek aid another: 1d20 + 1 ⇒ (12) + 1 = 13

Quzman, add +6 to your attempt for this round


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Eli hands bucket after bucket of full water up the line and tosses the empty ones back down the line as quick as they come. When he sees Dumah scoop sand to throw on the fire he is struck with an idea. As loud as he can over the commotion he shouts for Jarva.

"The sand, Jarva...the sand. You made it churn and toss like the sea to scatter the vultures could you not do that again to smother the flames?"


Eli Wynnstock wrote:

Eli hands bucket after bucket of full water up the line and tosses the empty ones back down the line as quick as they come. When he sees Dumah scoop sand to throw on the fire he is struck with an idea. As loud as he can over the commotion he shouts for Jarva.

"The sand, Jarva...the sand. You made it churn and toss like the sea to scatter the vultures could you not do that again to smother the flames?"

I considered that, Eli, but I thought that might be stretching the entangle spell a bit too far. If the DM would allow it, I would be more than happy to blast a couple of them out, since I took two entangles today.


Kyra moves to the large bucket of water on the wagon, sizes it up and then pulls it toward her, as she attempts to pick it up! 1d20 + 3 ⇒ (20) + 3 = 23 Strength check. Amazingly, the muscles in her arms, neck, and back strain, but Kyra shows off her skill and fortitude, as she picks the barrel over her head, without spilling a drop of water! The sweat on her forehead glistens as she starts to walk with it over to the fire. "Will all you quit your jabbering and just get out of my way!", she says, through grunted and pained sounds.

Almah and her 4 guardsmen drop their empty waterbuckets in shock and awe. Garavel has a knowing smile on his face. You could swear he whispers "That's my girl!"

Sorry Kyra, but I couldn't wait for your post, hope you don't mind. Sweet roll.


Jarva bin-Stavain wrote:
I considered that, Eli, but I thought that might be stretching the entangle spell a bit too far. If the DM would allow it, I would be more than happy to blast a couple of them out, since I took two entangles today.

I would have let you do it, but in order for it to have the smothering effect on the flames that you wanted, you would have had to center the spell on the burning wagon, which would have meant half the camp would also have been caught in the 40' radius area of effect. And how were you going to move the injured on the floor? It seems the point is moot now, after Kyra's amazing roll.

P.S. I always encourage outside the box thinking.


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Quzman wipes his sweaty hands on his leggings, braces his legs, and gives a heave with all he has left. "Grryuhnnnh!"

STR: 1d20 + 3 + 6 ⇒ (9) + 3 + 6 = 18

He was obviously tired from long day's ride...

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