DM Dan E’s Legacy of Fire (Inactive)

Game Master Dan E

Recruited to reclaim the town of Kelmarane from a tribe of gnolls, six adventurers find themselves caught up in a series of events that may change the face of Katapesh: the Legacy of Fire.


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Human Cleric 7 | hp 36/51 | channel 6/7

Me again! I've never felt this fast with a 6 initiative :)

Round 8, initiative 6b
ac 11, touch 11, fleet-footed 10
fort +7, ref +4, will +9
cmd 16
hp 25/25
effects: light, bless

With Sarenrae's blessing bolstering the party Linah channels more healing into Grall to soothe the barbarian's wounds.

Cast Cure Moderate Wounds on Grall: 2d8 + 6 ⇒ (5, 8) + 6 = 19 + 50% (9) = 28 hit points healed.

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

Khalid slowly moves back out of the darkness, and casts a light spell on Tempest's blade.


Can slot Grall in here but I'm assuming he acts after Linah at the very least.

Khalid moves back out of the darkness not far enough to require a blundering around check and casts his spell, although it is not visible to anyone else. A frustrated Nuveril takes a few steps back a few seconds before sensing something streaking over her head.

A dull roar announces the iceball's impact, Zeladiel trusting in Nuveril's agility to avoid falling within its area of effectlol. The halfling cannot see, but can feel, the intense cold of the strike against her face.

Seldom has the elven mage managed to focus so much destructive power with a single spell. While Grall notes that the demon manages to avoid the worst of it somehow and it is clearly resistant, it is still solidly hurt.

Reflex vs coldball 1d20 + 6 ⇒ (14) + 6 = 20 pass

Again only the gnoll can see the elf's summoning, the air elemental seemingly having no difficulty seeing in the darkness. The thing smoothly becomes a whirlwind, a smaller version of the form that gave Khalid and Zeladiel so much trouble the day before and arrowing straight at the climbing demon. The elemental slams into the outsider, buffeting it, although the demon manages to avoid being caught within its funnel.

Reflex vs Slam 1d20 + 6 ⇒ (2) + 6 = 8 fail
1d4 + 1 ⇒ (2) + 1 = 3

Reflex vs Funnel 1d20 + 6 ⇒ (20) + 6 = 26 pass

Linah hastily throws more healing into Grall, the barbarian now in reasonable shape apart from his tiredness and the shock of the repeated healings.

Grall before the demon goes again.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall, feeling much better, attempts a dangerous maneuver. He leaps over the pit flipping in the air to the other side landing on the edge above the Demon.
Can't fail the DC 20 acrobatics check.
Reflex Save 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17

Grall barely holds on and looks down on the Demon, You will not escape my wrrrath today crrreature! and brings his Falchion down on the Demon's face...
+1 falchion pwr atk higher ground bless fatigue 1d20 + 9 + 1 + 1 - 1 ⇒ (16) + 9 + 1 + 1 - 1 = 26 dam 2d4 + 11 - 1 ⇒ (1, 4) + 11 - 1 = 15

Dan, don't forget it has to make two climb checks one for the elemental and one for me for taking damage while holding onto a wall.

Rage Rounds: 5/18
HP: 63/70
AC: 18*/17 due to fatigue
10 rounds left on fatigue.


OK first of all it does need a climb check. From the coldball if not the slam (thought about the latter concluded no check as it is absorbed due to DR and then promptly neglected to make one from the spell).

Climb vs Coldball 1d20 + 11 ⇒ (3) + 11 = 14 fail

The walls of the pit suddenly slick, the demon slips and falls to the pitfloor, although it easily keeps its feet and does not appear injured.

Acrobatics to avoid 10' fall 1d20 + 11 ⇒ (20) + 11 = 31 pass

That will put it beyond Grall's reach.

I also have some concerns about his move. Basically the demon is climbing in R,26 which is essentially pit (and a bit of water). Accordingly not sure its a valid move location for Grall even with a reflex check (my uncertainty is that there has to be "some" solid surface for the pit to have been placed).

Weighing that up I'm inclined to say its not a moveable square (and the demon will have to immediately move once it makes the top to avoid illegal move). What Grall can do is move to Q,27 (keeping his reflex roll) or repeat Sajan's leap over to S,26 with a DC 15 acrobatics check (will let him use the reflex roll). Note Sajan now in S,28. Sound reasonable?


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Okay, nex the move, I realized this as soon as you mentioned that there is really no way for me to land on the other side. Grall informs the rest of the group that the creature is no longer up near the edge and back down in the pit and then say the following to Zeladiel

I have silver and cold iron blanch for my sword, will either of those bypass it protection?

If he agrees I will draw and apply it to my Falchion. Sorry for the retcon, will pay more attention to the map!

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

"Cold iron, Grall. Demons despise it!"


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Darrrn it I forrrgot to rrroll my rrrrrr's...lol

Grall takes the stopper out and poors the liquid onto his blade...


Cold iron blanch not easy to apply during combat I'm afraid.

Rules for Weapon Blanch wrote:

These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack.

Will let Grall change and retcon as its still going to take the demon at least a round to climb out whatever its rolls.

Round 9

Initiative

Demon 16
Khalid 16b
Nuveril 16c
Zeladiel and Small Air Elemental 7a
Sajan 7b
Grall 6a (*)
Linah 6b

Effects

- Light (on Sajan, Khalid)
- Monster Summoning II (2 rounds remaining)
- Fatigued (Grall)

Notes

- Note the light situation. Assume you have a small banked fire in the tomb room providing a little light. Darkness everywhere else. Light spell on Sajan and Khalid. Darkness sphere in original location. Sajan just beyond the fringe of this.
- Anyone ending their turn next to the pit must make a reflex check to avoid falling in. Currently this is noone.

The demon once again tries to climb up the slick pit walls but is hampered by the elemental and only makes it up about half way before sliding back down again.

Climb 1d20 + 11 ⇒ (14) + 11 = 25
Climb 1d20 + 11 ⇒ (1) + 11 = 12

Acrobatics 1d20 + 11 ⇒ (8) + 11 = 19

Your up, Grall to effectively go twice.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Not much I can do other than get in the pit with it...probably not a great move.
Grall continues to delay.


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

We have a fire back in the mummy room. Not sure it's worth the time to go apply blanch, though, especially as the thing's heading toward Sajan and not us.

Nuveril continues to back away until she finds herself out of the demon's sphere and suddenly in the area of Khalid's light. This seems to be one use of magic she doesn't disapprove of; she slumps in relief that her eyes once again serve some purpose but stares back into the blackness in anger. "Darkness and holes in the ground," she spits in disgust. "Magic will do all it can to take the weapon out of my hands. This fight should be over already!"

Fatigued round 1/10. Moving back next to Khalid, at least ten feet from the edge of the darkness so it will have to show itself to attack her.


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Round 9
Initiative 7a

On the roof, Zeladiel crosses through the darkness to the large chamber beyond and assumes a position above Sajan, his bow at the ready should the demon emerge.

The air elemental continues to harass and hamper the demon's climbing.


Recall the pit of screaming ghosts itself has a very high ceiling outside of the alcove where the pit and sphere is. He can make it out of the sphere of course but will still be traversing up the wall. Just need Linah's action I think.


Human Cleric 7 | hp 36/51 | channel 6/7

Sorry, missed that i was up

Round 9, initiative 6b
ac 11, touch 11, fleet-footed 10
fort +7, ref +4, will +9
cmd 16
hp 25/25
effects: light

"My scimitar is made of cold iron. Can you use it?", Linah asks Grall and waits along with the rest of the party for the demon to make its move.

Delay, or give Grall my scimitar if he accepts it.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

What kind of action is it to take the weapon? Or can Linah give it to me as a move action allowing me a full action turn?
Grall will just keep both weapons in his hands but will take her scimitar and then act.


A move action to take her scimitar given she's standing adjacent. Grall to move and then the demon again.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall turns to Linah, Now I must do my parrrt and go into the pit to face the beast! Grall jogs off into the darkness towards the pit to try and fell the creature.

Move to an available open hex 10' from the pit. If not I will squeeze in with someone else 10' from the pit.


Zeladiel's elemental descends to harrass the demon while Grall plucks Linah's scimitar from the sightless priestess's hands and positions himself just beyond the pit lip.

The gnoll can see (just) that the elemental does little more than annoy the outsider but it is blocking its way and the demon pauses to remove the obstacle. A flurry of claws later and the elemental is fading away, its link to the material plane abruptly severed.

Reflex vs Slam 1d20 + 6 ⇒ (20) + 6 = 26 pass
Reflex vs Funnel 1d20 + 6 ⇒ (12) + 6 = 18 pass

Claw vs Elemental 1d20 + 12 ⇒ (8) + 12 = 20 hit
1d6 + 5 ⇒ (6) + 5 = 11

Claw vs Elemental 1d20 + 12 ⇒ (17) + 12 = 29 hit
1d6 + 5 ⇒ (6) + 5 = 11

Bite vs Elemental 1d20 + 7 ⇒ (18) + 7 = 25 hit
1d6 + 2 ⇒ (1) + 2 = 3

Round 10

Initiative

Demon 16
Khalid 16b
Nuveril 16c
Zeladiel 7a
Sajan 7b
Grall 6a
Linah 6b

Effects

- Light (on Sajan, Khalid)
- Fatigued (Grall)

Notes

- Note the light situation. Assume you have a small banked fire in the tomb room providing a little light. Darkness everywhere else. Light spell on Sajan and Khalid. Darkness sphere in original location.
- Anyone ending their turn next to the pit must make a reflex check to avoid falling in. Currently this is noone.

Trust your positioning is clear (Khalid, Nuveril on the passage side lit, Sajan, Zeladiel on the ghost room side lit, Linah and Grall in darkness), think we can skip down to Grall unless anyone has anything to do first. Note any fall that causes damage leaves you prone.


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

Round 10: fatigued 2/10. Just to keep track. :)


Waiting on Grall. I'd like a confirmation before I leap him into the pit...


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Wierd, my post disappeared, never had that happen before...maybe I just thought it confirmed 4 hours ago...
Just confirming my understanding of Grall's next action according to the falling rules:
It is my understanding that I will not really have to worry about falling prone. The pit is 20' deep right? I can tap the DC 15 acrobatics check. According to the falling rules I will take 1d6 non-lethal on my move actions and then attack?
Falling
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Just confirming you have the same understanding?


Yup a succesful acro check gives you 1d6 non-lethal and you keep your feet, fail gives you 2d6 lethal and prone. Should have been clearer above sorry.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall leaps into the pit, ready to face down the tough Demon,

MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28 dam 1d6 + 7 - 1 ⇒ (1) + 7 - 1 = 7

Crit? MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (10) + 8 + 1 - 1 = 18 dam 1d6 + 7 - 1 ⇒ (6) + 7 - 1 = 12

Rage Rounds: 5/18
HP: 63/70
AC: 18*/17 due to fatigue
10 rounds left on fatigue.


Unless anyone wants to specifically interrupt I think we're at mano 'e mano with the demon and Grall.

Undaunted by his fatigue and lack of support, Grall dives after the demon, using one hand on the pit side to slow his fall and rolling to absorb the impact of the fall. But not before landing a slicing sidecut with the cold iron blade across the demon's face which has it hissing in pain. Going to apply a higher ground bonus for the attack which converts the crit.

Round 11

Black blood flowing from the cut, the demon tries to close with the barbarian and rip his guts out. It lands hits with both claws but the doughty gnoll mostly ignores them, forcing the demon back with the cold iron blade.

Claw vs Grall 1d20 + 12 ⇒ (16) + 12 = 28 hit
1d6 + 5 ⇒ (6) + 5 = 11

Claw vs Grall 1d20 + 12 ⇒ (8) + 12 = 20 hit
1d6 + 5 ⇒ (2) + 5 = 7

Bite vs Grall 1d20 + 7 ⇒ (4) + 7 = 11 miss
1d6 + 2 ⇒ (2) + 2 = 4

Grall to go again.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Time to die crrreaturrre!
+1 falchion pwr atk bless fatigue 1d20 + 10 + 1 - 1 ⇒ (9) + 10 + 1 - 1 = 19 dam 1d6 + 7 - 1 ⇒ (3) + 7 - 1 = 9
+1 falchion pwr atk bless fatigue 2nd 1d20 + 10 - 5 + 1 - 1 ⇒ (19) + 10 - 5 + 1 - 1 = 24 dam 1d6 + 7 - 1 ⇒ (3) + 7 - 1 = 9

potential crit:
+1 falchion pwr atk bless fatigue 2nd 1d20 + 10 - 5 + 1 - 1 ⇒ (7) + 10 - 5 + 1 - 1 = 12 dam 1d6 + 7 - 1 ⇒ (1) + 7 - 1 = 7

Grall takes the two slices from the Demon in stride getting close into the creatures body...he then drops to one knee a powerful downward stroke slicing the demons chest, a quick reversal and upward stroke almost takes the demon through the jaw and into it's skull, but it pulls away and only takes a deep gash to its face...

Rage Rounds: 5/18
HP: 51/70
AC: 18*/17 due to fatigue
8 rounds left on fatigue


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

(de-mano 'e dogo, you mean... :-)


Assume Grall is still attacking with the scimitar given the full attack, d6 and well common-sense.

The creature is deathly quick and Grall only just manages to land his strikes, the wounds with the cold iron blade not healing as before. The routine leaves the other side of the demon's face a ruin and it clearly can't take much more punishment.

Round 12

But it is not yet done, lashing out with claw and teeth and scoring more cuts and scrapes that are only partly diminished by the gnoll's tough hide.

Claw vs Grall 1d20 + 12 ⇒ (14) + 12 = 26 hit
1d6 + 5 ⇒ (4) + 5 = 9

Claw vs Grall 1d20 + 12 ⇒ (6) + 12 = 18 hit
1d6 + 5 ⇒ (2) + 5 = 7

Bite vs Grall 1d20 + 7 ⇒ (13) + 7 = 20 hit
1d6 + 2 ⇒ (2) + 2 = 4

The rest of you can hear Grall's struggle although it is difficult to tell who is winning.


Human Cleric 7 | hp 36/51 | channel 6/7

Linah takes a step out of the darkness and listens to the struggle. Concern grows stronger on her face and finally she grabs Khalid's arm and drags the inquistitor with her as she moves towards the pit. "Shine the light down there. We must see if we can help Grall in some way."

Try and force Khalid to walk with me up to the pit (stopping before we have to make reflex rolls to avoid falling in.)


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

The pit is inside the sphere of darkness, so if you take the cantrip in there, it goes out, unless the duration on the darkness has expired.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall strikes back
It is fitting that it comes down to me and you, you have probably lived for lifetimes, only to be bested by a simple Gnoll... he goads the creature, trying to get it to act rashly.

Sorry, changed everything except for the weapon description. BTW I messed up my plus to hit so remove the first hit on the last attack, two less due to the scimitar...

MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (1) + 8 + 1 - 1 = 9 dam 1d6 + 7 - 1 ⇒ (5) + 7 - 1 = 11
MW CI Scimitar pwr atk bless fatigue 2nd1d20 + 8 + 1 - 1 - 5 ⇒ (10) + 8 + 1 - 1 - 5 = 13 dam 1d6 + 7 - 1 ⇒ (4) + 7 - 1 = 10

Things starting to go south for Grall... :)

Unfortunately it doesn't take the bait and Grall misses twice...

Rage Rounds: 5/18
HP: 40/70
AC: 18*/17 due to fatigue
7 rounds left on fatigue

The next round attacks:
MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26 dam 1d6 + 7 - 1 ⇒ (3) + 7 - 1 = 9
MW CI Scimitar pwr atk bless fatigue 2nd1d20 + 8 + 1 - 1 - 5 ⇒ (6) + 8 + 1 - 1 - 5 = 9 dam 1d6 + 7 - 1 ⇒ (3) + 7 - 1 = 9

Potential Crit:
MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (12) + 8 + 1 - 1 = 20 dam 1d6 + 7 - 1 ⇒ (1) + 7 - 1 = 7

The following round providing I still lives or it does.
MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (9) + 8 + 1 - 1 = 17 dam 1d6 + 7 - 1 ⇒ (6) + 7 - 1 = 12
MW CI Scimitar pwr atk bless fatigue 2nd1d20 + 8 + 1 - 1 - 5 ⇒ (2) + 8 + 1 - 1 - 5 = 5 dam 1d6 + 7 - 1 ⇒ (4) + 7 - 1 = 10


Linah and Khalid experiment with their light but it does not penetrate the shroud created by the demon's magic.

Yes as stated above.


Human Cleric 7 | hp 36/51 | channel 6/7

Oh, i thought that light would at least bring it up to dim lighting. D'oh!


So I think Grall loses just the one hit then. Kudos for continuing with such horrible rolls :)

The demon seems to read Grall's intent, skidding backward against the pit wall as the gnoll's strikes fall short. As the combatants continue to struggle, they rise back to the level of the corridor, Zeladiel's magic expiring.

Round 13

Emboldened the demon surges back, a whirlwind of dark claws and white teeth. Grall is hit again and again, most of his clothing by now a shredded ruin although his chainshirt remains as undamaged as ever.

Claw vs Grall 1d20 + 12 ⇒ (7) + 12 = 19 hit
1d6 + 5 ⇒ (1) + 5 = 6

Claw vs Grall 1d20 + 12 ⇒ (14) + 12 = 26 hit
1d6 + 5 ⇒ (5) + 5 = 10

Bite vs Grall 1d20 + 7 ⇒ (19) + 7 = 26 hit
1d6 + 2 ⇒ (3) + 2 = 5

Grall hp 28

Grall's response is immediate, a stinging sidecut that slices deep into the demon's side and provokes a cry that rings up and down the corridor. Grall can see it is hurt, deathly hurt but still it continues to fight.....

Round 14

Howling it surges back in close, monetarily all offense and all of Grall's armor and agility are useless. Its down simply to the toughness of his hide. Can it hold out against the demon's attacks?

Claw vs Grall 1d20 + 12 ⇒ (8) + 12 = 20 hit
1d6 + 5 ⇒ (5) + 5 = 10

Claw vs Grall 1d20 + 12 ⇒ (7) + 12 = 19 hit
1d6 + 5 ⇒ (3) + 5 = 8

Bite vs Grall 1d20 + 7 ⇒ (11) + 7 = 18 hit
1d6 + 2 ⇒ (2) + 2 = 4

Grall hp 15

The barbarian does his best to respond, to finally put the demon down but it moves like smoke, moving back and forward, feinting and lunging. Grall is unused to the scimitar and it shows, the barbarian trying to leverage his power rather than taking advantage of the weapon's speed. But he is tired, so tired.

Round 15

The demon tears into him once more, slipping around the cold iron blade and barrelling into the barbarian from the side. He is hit twice more, his blood again beginning to coat the floor, although he forces the demon back before it can land a bite.

Claw vs Grall 1d20 + 12 ⇒ (12) + 12 = 24 hit
1d6 + 5 ⇒ (4) + 5 = 9

Claw vs Grall 1d20 + 12 ⇒ (14) + 12 = 26 hit
1d6 + 5 ⇒ (3) + 5 = 8

Bite vs Grall 1d20 + 7 ⇒ (3) + 7 = 10 miss
1d6 + 2 ⇒ (5) + 2 = 7

Grall hp 4..

A momentary pause in the battle. Both demon and gnoll know that the next telling hit will end it.... Incredibly the demon grins at Grall and the barbarian hears it speak in his mind.

Grall:

So close to your companions and so far. I will kill you here and then them. One by one they will die in the darkness. They will die cursing you, the mangy cur who failed them.

Grall is up. My advice is to roll well...


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

(Can we do anything... A simple earth elemental will add +2 flanking bonus and can see in the dark...assuming Zeladiel stops at one. :-)


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

I imagine you can act in any round...although no metagaming...so many crappy rolls :) on my way to work now will post shortly...


Of course. The pit slides up in round 12 which is when Zeladiel would have moved to his desired location. Specify what you want to do ignoring the rolls.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall smiles back at the demon, Yourrr mistake was thinking that I am afrrriad to die...Sarrrenrrrae awaits me in the afterrrlife, a betterrr life than I have lived herrre!
Driven by desperation and exhaustion, Grall suddenly darts towards the Demon and inside it's defense, using his Falchion to bat aside the demons claw he jams the scimitar up into the creatures stomach, sliding the blade under it's ribs and into its chest....Grall looks into it's eyes to see if there is still a spark of life in the evil creature...

MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28 dam 1d6 + 7 - 1 ⇒ (4) + 7 - 1 = 10

MW CI Scimitar pwr atk bless fatigue 2nd1d20 + 8 + 1 - 1 ⇒ (6) + 8 + 1 - 1 = 14 dam 1d6 + 7 - 1 ⇒ (3) + 7 - 1 = 9

Potentional Crit:
MW CI Scimitar pwr atk bless fatigue 1d20 + 8 + 1 - 1 ⇒ (16) + 8 + 1 - 1 = 24 dam 1d6 + 7 - 1 ⇒ (1) + 7 - 1 = 7


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Hearing conflict still coming from within the pit, Zeladiel draws forth his wand of summon monster.
As the sound of battle rises to the tunnel, he conjures a stone man from the walls.

Terran:
"Kill the demon. If the gnoll falls, drag it up the tunnel into the light."


Zeladiel's earth elemental arrives in time to box the demon in as Grall launches his desperate strike Actually before that but result the same so going with it. Grall's scimitar deep in its belly, the demon staggers forward, trying to bite the gnoll one final time before falling to the ground defeated.

You regroup, the darkness sphere taking several minutes to subside while Linah sets to work with her wands once more. Meanwhile Sajan scouts the rest of the pit, careful to ensure that no more enemies remain. The monk finds two well crafted longspears lying on the ground near the base of the steps leading up but no sign of anything else. The demonic pair seem to have left them before commencing their climb around.

Both bodies remain where they fell. You can take satisfaction from the fact that you seem to have killed the demons permanantly rather than merely sending them back to their home plane.

2 masterwork longspears

Cautious, you double up watches for the remainder of your rest. Fortunately you suffer no further disturbance and wake at least partly recovered from your recent trials.

Morning of day 3 in the temple. 2 points of ability damage healed from the rest. Heal and confirm spells please. I'll give you some time to retcon, discuss plans etc before you make your bid for freedom (which will end this chapter).


Might help for people to indicate how much healing and ability restoring they need for Linah.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Still need 3 points of Con and many...many hit points...lol.
That was a close one...

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

Khalid is fine.


Human Cleric 7 | hp 36/51 | channel 6/7

Updated my profile with the primary spell allocation. The amount of lesser restoration is depending on how much con loss there is in the group.

Linah gasps as the bloody and beaten Grall crawls out of the pit. She rushes to the his side to help him up, channeling a few spells of healing to cure the worst of the wounds. "I am sorry that i could not do more", she says while helping the barbarian back to camp.

Cast Cure serious wounds (swapping Sand storm) on Grall,
3d8 + 6 ⇒ (1, 6, 6) + 6 = 19 + 50% (9) = 28 hit points back

Cast Cure moderate wounds (swapping Bull's strength) on Grall, 2d8 + 6 ⇒ (8, 7) + 6 = 21 + 50% (10) = 31 hit points back
Cast Cure light wounds (swapping Burning disarm) on Grall, 1d8 + 5 ⇒ (8) + 5 = 13 + 50% (6) = 19 hit points back

Keeping Protection from Evil, Communal and Forbid action in case more come (which Linah is unaware that it won't).

Empowerment doesn't effect healing cast from the wand, right?
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (1) + 1 = 2
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (5) + 1 = 6
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (6) + 1 = 7
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (5) + 1 = 6
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (3) + 1 = 4
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (2) + 1 = 3
Use the wand to cast Cure light wounds on Sajan: 1d8 + 1 ⇒ (8) + 1 = 9

Should just about do it for Sajan
Anyone else?


That fixes Sajan. Domain power only applies to spells yes.

I think Linah, Zeladiel and Grall have residual ability damage. Khalid had some strength as well as con damage not sure if that taken into account.

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

The last of the strength and con damage is healed from rest by the morning of Day 3.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Are we even in any shape to try and move out? Most of Linah spells are gone and will not be recovered as they were cast overnight. Most of her channels were burned as well I would imagine?
Not sure if we should rest again and try to head out the morning of day 4? Can we afford to rest again?
Should we chance it and try and make a run for it? I will get 6 more rounds of rage back so I will have 11 rounds worth and we have some scrolls left...


She might want to use more wandage, I'll let her retcon as needed. Channels should fully restore at dawn I believe.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

True, we can alway spend 750gp to get another wand if necessary.
Linah, let's just use wand charges and save the spells. You should regain any slots you didn't cast in this fight at least.
Need 66HP, below should be 63 and I should heal the rest normally. 15 charges.

wand cure lights wounds 1d8 + 1 ⇒ (7) + 1 = 8
wand cure lights wounds 1d8 + 1 ⇒ (4) + 1 = 5
wand cure lights wounds 1d8 + 1 ⇒ (6) + 1 = 7
wand cure lights wounds 1d8 + 1 ⇒ (1) + 1 = 2
wand cure lights wounds 1d8 + 1 ⇒ (1) + 1 = 2
wand cure lights wounds 1d8 + 1 ⇒ (2) + 1 = 3
wand cure lights wounds 1d8 + 1 ⇒ (1) + 1 = 2
wand cure lights wounds 1d8 + 1 ⇒ (2) + 1 = 3
wand cure lights wounds 1d8 + 1 ⇒ (7) + 1 = 8
wand cure lights wounds 1d8 + 1 ⇒ (3) + 1 = 4
wand cure lights wounds 1d8 + 1 ⇒ (3) + 1 = 4
wand cure lights wounds 1d8 + 1 ⇒ (1) + 1 = 2
wand cure lights wounds 1d8 + 1 ⇒ (3) + 1 = 4
wand cure lights wounds 1d8 + 1 ⇒ (4) + 1 = 5
wand cure lights wounds 1d8 + 1 ⇒ (3) + 1 = 4


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

How do you get rage rounds back? Besides waiting for morning, I mean? Rage rounds are once per day, as well, with no requirement for rest, correct?

Nuveril stalks up to Grall as Linah is tending to him and turns her head to spit angrily on the stone floor. "Glory-thief!" she growls. "Between you and the elf, you conspire to take the weapons out of all our hands. We are not women and children to watch your exploits in the ring and swoon in admiration."


Per days will generally just reset at dawn. To be honest I'm fairly relaxed about refreshes excepting only where the intent is to nova, re-learn, nova. *Gets popcorn*

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