DM Dan E's Legacy of Fire: Chapter 3 The Jackal's Price

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.

Katapesh Map

Rayhan's Villa Map


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I DO NOT THINK THAT WILL BE THE DIFFICULT PART.


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

"Especially when you keep shouting," Nuveril mutters.


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

"If you can, please lead us to them. I would rather engage them now when our magic is still in effect", Linah whispers quietly to the Lammasu in case there are malvolent creatures listening. "The faster we take care of them the greater the chance is that we find Herne's son."


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

Linahrrr, if you have a scrrroll of strrrength forrr me, now would be the time to use it...


Retcon any further buffage.

You continue on, thankfully working your way past the rock outcropping without further attack.

Ahead the way divides somewhat, a thick clump of vegetation sits about 15' from the pool's edge while there is a break to its right. You must be near the north east corner of the oasis.

Ahead of you another voice joins the first in song. Each takes alternating parts. The story seems to involve Sarenrae serving as a dockside whore, one voice playing the goddess, the second a stingy customer.

MAP

Minute per level buffs have about 2 minutes left.


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

We are continuing to follow the tracks as quickly as possible correct?


Certainly. I'm assuming with min/level buffs cast your moving as fast as practical. Just don't want to get too far ahead of you when its unclear whether everyone has had a chance to post.


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

Grall: Do you have Bull's Strength up already or do you need it? The scroll is only lvl3 so I would prefer to use it when

Linah takes a deep audiable breath as she struggles to remain calm. They are just words. They do not mean anything, she repeats to herself over and over again.


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

I don't have Bull's Strength up, if you would prefer to just have it out and cast it as soon as we see something else that is fine. Just unsure if we wanted to spend the action now.


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

Zeladiel sticks close to the lamassu, an arrow on his bow and a spell on his lips.

(Zelaidel is ready to move on. He's supposed to be the quiet type so I generally try not to post unless there's a good reason. :-)


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

Linah switches the light spell back to her scimitar and places her shield on her back. Then she searches her scroll case for a scroll of bull's strength and unrolls it, ready to cast.

Grall, just don't go charging off the first thing you do :)


While Linah pulls our her scroll the singers move on to the next seemingly impromptu verse of their masterpiece. In this one the customer reveals he has no money at all while Sarenrae responds in a falsetto voice that this is OK.

Mercifully, before the song can go any further it is utterly drowned out by what sounds like a thousand high-pitched shrieks coming from about the same direction, perhaps a little to the north west. Whatever it is, it seems to be coming toward you at some speed but you cannot see anything yet. Grall and Zeladiel (and not Nuveril) have an effective vision of 60', the rest of you have 40'.

Perception DC 25:

It incredibly difficult to hear over the din but you can also hear clicking from the north, perhaps coming down the right hand trail, itself of great volume but drowned out by the louder higher sound.

We're in combat again at this point, just need to finalise the map. If you feel like rolling your initiatives in addition to perception feel free.

Sovereign Court

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

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

Initiative: 1d20 + 6 ⇒ (20) + 6 = 26


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

perception 1d20 + 10 ⇒ (1) + 10 = 11 Nice...
initiative 1d20 + 3 ⇒ (15) + 3 = 18


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

Per..who?: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17


Male (HP 50/53) Human Monk 2/Fighter 4

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12


Male (HP 50/53) Human Monk 2/Fighter 4

Also want to note Arasmes will have switched back to his bow at this point.


???

Round 1

DM only:

ip: 1d20 + 6 ⇒ (12) + 6 = 18
ipa: 1d20 + 6 ⇒ (1) + 6 = 7
ipb: 1d20 + 6 ⇒ (1) + 6 = 7
im: 1d20 + 8 ⇒ (14) + 8 = 22
isb: 1d20 + 2 ⇒ (9) + 2 = 11
isc: 1d20 + 4 ⇒ (18) + 4 = 22

Initiative

Khalid 26
Grall 18
Zeladiel 17
Arasmes 12
Linah Init: 1d20 + 1 ⇒ (16) + 1 = 17
Nuveril Init: 1d20 + 5 ⇒ (20) + 5 = 25
Herne Init: 1d20 + 2 ⇒ (3) + 2 = 5
Lammasu Init: 1d20 + 5 ⇒ (4) + 5 = 9
?

Ordered Initiative

Khalid 26
Nuveril 25
Grall 18
Zeladiel 17a
Linah 17b
Arasmes 12
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes, Grall)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)

Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer

Map is HERE

Whatever it is you can hear is coming in quickly from about the 17 or 19 line on the map. It seems you have only moments to prepare.

Your actions in round 1 will not be interrupted although take them in order please.


Arasmes Ik-Abhald wrote:
Also want to note Arasmes will have switched back to his bow at this point.

A weapon swap before combat start is fine.


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

Zeladiel draws back his arrow and pauses until the first enemy closes in, then lets fly the ensorcelled missile at it.
(Ready to shoot the first enemy who comes with 30')

+1 Longbow (point blank, precise shot): 1d20 + 8 ⇒ (5) + 8 = 13
Damage (gravity bow, point blank, focused shot): 2d6 + 1 + 1 + 4 ⇒ (3, 1) + 1 + 1 + 4 = 10


Slight retcon I note that Linah had the bulls strength scroll out but hadn't yet used it. If she wishes she can do so now obviously.

Edit: I'll say also that those actively trying to sense something (ie at least using a move action for perception) can make another perception check and apply against the spoiler above.

Sovereign Court

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

Khalid casts a spell on himself in preparation for the next fight as he strains to descern anything about the opposition.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Standard action: Cast Divine Favor, Move action: Perception


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

Grall gives Linah a nod at the scroll, implying she should go ahead and use it now while she can...he will delay.


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

Round 1, initiative 17
ac 23, touch 12, fleet-footed 22 (+2 vs evil)
fort +7, ref +4, will +9 (+2 vs evil)
cmd 16
hp 43/43
effects: light, bless, protection from evil (by the lammasu)

Linah speaks a command and the scroll in her hand disintegrates in a flash of daylight. She channels the unleashed power of the scroll into Grall boosting the gnoll barbarian with added strength.

Use [i]Bull’s Strength on Grall as standard action
Ready shield as move action


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

Perception 1d20 + 9 ⇒ (4) + 9 = 13

Having no complex options at her disposal, Nuveril readies an attack against anything that comes within reach of her hammer.

Readied attack:
Round 1
1d20 + 9 ⇒ (5) + 9 = 14 damage 1d6 + 7 ⇒ (2) + 7 = 9
bless, protection from evil, Power Attack
AC 22, CMD 22


Up to Arasmes.


Male (HP 50/53) Human Monk 2/Fighter 4

Arasmes set himself into his combat stance, clearing his mind as much as he could and readying a shot from his bow at the first clear enemy he spotted.

Normal arrow. Bullseye Shot (if acceptable in circumstances) + Deadly Aim + Combat Expertise.

If Triggered:

1d20 + 8 + 4 - 2 - 2 - 2 ⇒ (19) + 8 + 4 - 2 - 2 - 2 = 25
1d8 + 3 + 4 + 5 ⇒ (6) + 3 + 4 + 5 = 18


Impulse 11.

The shrieking rockets forward, resolving into a flying black mass. Hundreds of tiny bats, all of them seemingly moving in a single direction and hungry for blood.

Arasmes and Zeladiel fire reflexively but they may as well be shooting at a storm cloud, their missiles simply disappearing into the mass.

Heedless of your light, the bats swarm over you and then the world seemed to narrow to the shrieking, biting, scratching horde....

There are four (10' square) swarms in total, enough to catch all of you grouped. They do not attack normally. Everyone takes 1d6 damage automatically and is wounded as below. Everyone must also make a DC 11 fort save or be nauseated for 1 round. Notably that requires damage so Grall may escape if his DR is sufficient. I will resolve for the NPCs and anyone that seems slow (24 hours odd). Readied actions will resolve (and switch your initiative) but it is clear that weapon damage will not affect a swarm.

Wounded rules wrote:


Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Map is HERE


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

1d6 ⇒ 6 Fort 1d20 + 10 ⇒ (5) + 10 = 15
Yeah, sure. When I'm rolling 1d6 for damage I'm dealing, it's a 1. :P

Sovereign Court

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

Damage: 1d6 ⇒ 2
Fortitude Save DC11: 1d20 + 6 ⇒ (12) + 6 = 18


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

Damage: 1d6 ⇒ 4
Fort: 1d20 + 4 ⇒ (8) + 4 = 12

Though surprised by the swarm, Zeladiel manages to recover himself with some effort.
"Are swarms of bats immune to the poison of a stinking cloud spell? Or do we keep our lunches...?"


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

Move away, I will stand herrre and let them feed, then blast them with yourrr magic!

bats 1d6 ⇒ 3 the bat's hang onto Grall and attempt to feed, but can't quite get their teeth into him.

Sad part is I don't even have an alchemists fire...


Zeladiel Araxyll wrote:

[dice=Damage]1d6

[dice=Fort]1d20+4

Though surprised by the swarm, Zeladiel manages to recover himself with some effort.
"Are swarms of bats immune to the poison of a stinking cloud spell? Or do we keep our lunches...?"

I'd say you have a high enough knowledge nature skill to know that no particular poison immunity.


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

Fortitude roll: 1d20 + 7 ⇒ (11) + 7 = 18 vs DC11 => success \o/
Damage roll: 1d6 ⇒ 5

Linah tries desperatly to shield herself from the bats fangs and claws. "They are to many! Do you have something that can repell them?", Linah cries out and tries to get out of the swarm.

Move action out of the swarm and ahead of Grall, just close enough that something with 10ft reach can come out of the bushes and drag me in


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

Grall will delay until everyone has moved away, he will then position himself at the very center of the 4 swarms so they all have something to feed on other than the rest of the party...

Sovereign Court

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

Move to (L,27), Ready to strike at any non-swarm enemy in range.


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

The lammasu and Herne act before it's back to the top of the initiative order, right?


Yep.

Arasmes dam: 1d6 ⇒ 2
Arasmes fort: 1d20 + 9 ⇒ (9) + 9 = 18 pass

Assad dam: 1d6 ⇒ 3
Assad fort: 1d20 + 11 ⇒ (14) + 11 = 25 pass

Herne dam: 1d6 ⇒ 5
Herne fort: 1d20 + 6 ⇒ (18) + 6 = 24 pass

Assad roars at the bats but even the great's beasts lungs are swallowed by the screeching swarm.

WILL HOLD ... WITH ... GNOLL. WIZARD! CAN YOU ..... SAVE FIRE.. VAMPIRES.

The lammasu holds its position in the middle of the swarm.

Bleeding, Herne moves back taking up a defensive stance. The tribesman shakes his weapon in frustration, clearly with no ready method to attack the bats.

???

Round 2

Ordered Initiative

Khalid 26
Grall 18 (delaying)
Linah 17
Zeladiel 11a tie break: 1d2 ⇒ 1 1=z, 2=n
Nuveril 11b
Arasmes 11c
Bat swarms 11d
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes, Grall)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)
Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer
Bleeding (All) 1hp damage in action

Khalid on the other hand moves forward, his light extending your northward vision, and reading his weapon. 1hp bleed in your action.

Impulse 22

And if the bats weren't enough to deal with, into that light comes another horror. A writhing mass of legs and pincers swarms across the ground in a deadly, undulating wave. A swarm of centipedes, again tiny individually, but together a destructive horde threatending to sweep across anything in its path.

You can see two 10' square worth of centipedes.


Initiative

Khalid 26 (readied attack)
Centipede Swarms
Grall 18 (delaying)
Linah 17 ACTING
Zeladiel 11a
Nuveril 11b
Arasmes
Bat Swarms 11d
Lammasu 9
Herne 5
?

Map is HERE

Linah up with Grall on delay.


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

"Fall back to the water! I'm about to blast Grall!"

(Delay until after Nuveril, then move to Q19 avoiding swarms and fireball centered on Grall.)


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)
Zeladiel Araxyll wrote:
(Delay until after Nuveril, then move to Q19 avoiding swarms and fireball centered on Grall.)

So you're not going to give Arasmes time to move out of the blast area? Pretty tough hazing on the new guy. ;)

Sneering with disgust at the swarms of vermin Khalid's light has revealed, Nuveril falls back with Herne, her skin running with blood from dozens of tiny bites, itching for something against which she can bring her hammer to bear.

Move to T19; total defense; 1 bleed damage

Round 2, Init 11
bless, protection from evil
AC 28, CMD 28


Male (HP 50/53) Human Monk 2/Fighter 4
Nuveril wrote:
Zeladiel Araxyll wrote:
(Delay until after Nuveril, then move to Q19 avoiding swarms and fireball centered on Grall.)

So you're not going to give Arasmes time to move out of the blast area? Pretty tough hazing on the new guy. ;)

I know, right?

Arasmes nocked a silver arrow and retreated out of the swarms, intent to land a telling shot if one of the vampire's revealed themselves to take advantage of the chaos their strategy caused...

If I can, use a swift action to identify the vampires (already made the pre-requisite knowledge roll for it earlier) in order to apply Kirin Strike on the shot.

1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25
1d8 + 3 + 5 + 4 ⇒ (3) + 3 + 5 + 4 = 15


Arasmes:

Each vampire is templated with different class levels (and a range of CRs) so think a seperate kirin strike check is in order when you actually see one.

I am taking you as having already passed all the generic knowledge rolls though (of which there will be at least one) so prior good roll not wasted.

Sorry also occurs that some of your consumable buffs will have worn off at this point (I'm factoring in about 3 minutes from the point you cast initial buffs and moved into the oasis). That is Grall's blur and Arasmes bull's strength. Happy enough for you to have renewed them before this combat started though.


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

Grall is going to continue with his stated action of keeping the 4 swarms occupied...fire away...that is what he has a boatload of HP's for.

Grall nods his head at Zeladiel, giving him an unstated agreement with his plan. He moves to the center of the swarms and tells the Lamasu,

I am Sarrrenrrrae's champion, step away and let the firrre cleanse me and clearrr our enemies!


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

It is fine his blur expired. He will get another one cast on him after this combat.


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

Round 2, initiative 17
ac 23, touch 12, fleet-footed 22 (+2 vs evil)
fort +7, ref +4, will +9 (+2 vs evil)
cmd 16
hp 37/43
effects: light, bless, protection from evil (by the lammasu), bleeding

Linah tries her best to repell the swarm of bats as she backs away. She works hard on controlling the guilt she feels leaving Grall to take a hit of magical fire.

Move SW outside the blast radius
Standard action to ready an action to move adjacent to Grall after the fireball hits if the swarms are gone and nobody tells me otherwise


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

As Linah and Nuveril retreat, Zeladiel fires an arrow straight at Grall. It unerringly strikes him and blossoms into a ball of fire, spreading over the swarms and vanishing away leaving charred bats to fall to the ground.
(O,P,24,25 should just get all swarms, Grall, lamassu and just miss Arasmes and Khalid)

fireball: 6d6 + 3 ⇒ (2, 2, 1, 2, 1, 1) + 3 = 12

"Sorry. I've still got another one for the vampires."


Zeladiel's intent is clear if not all of his words and Linah and Nuveril move out of the impending blast radius.

The wizard's spell is hasty and the fire weak by the elf's usual standards but it ignites the night nontheless as the burstwave engulfs Grall, Assad and the bats while Arasmes and Khalid feel the heat hot on their faces. Reflex for Grall obviously.

Swarm 1 Reflex: 1d20 + 7 - 10 ⇒ (13) + 7 - 10 = 10 fail
Swarm 2 Reflex: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17 pass
Swarm 3 Reflex: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17 pass (hacks!)
Swarm 4 Reflex: 1d20 + 7 - 10 ⇒ (3) + 7 - 10 = 0 fail
Assad Reflex: 1d20 + 9 ⇒ (8) + 9 = 17 pass

When your eyes clear from the flash, the sky seems full of burning, shrieking, dying bats. About half of their number seem incinerated outright but enough remain (somehow) to keep the swarm together. DC 17 so oh dear sorry. Swarms take 50% damage and - 10 to reflex saves vs evocations.

Arasmes is up, Grall still on delay.

Initiative

Khalid 26 (readied attack)
Centipede Swarms
Grall 18 (delaying)
Linah 17
Nuveril 11a
Zeladiel 11b
Arasmes 11c
Bat Swarms 11d
Lammasu 9
Herne 5
?

Map is HERE

Sorry about missing Linah's earlier post. I swear it did not seem to show up for me.


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

Reflex Save vs Fireball 1d20 + 5 ⇒ (18) + 5 = 23 don't forget that swarms take 150% damage from area of affect.

Continue delaying and take the damage from the swarms.


Male (HP 50/53) Human Monk 2/Fighter 4

Readied action is above. I'll use the swift to attempt to identify a target with Kirin Style if one pops up (although I won't be able to apply additional damage until the round after anyway)- Knowledge (Religion): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

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