Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

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The Great Dome Map(outside)

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Current Battle map

Notes

Characters


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Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Uh oh! This is starting to look like a TPK! Egads NOOOOOOO! 8( Hopefully the druid, ranger, and conjurer will kick it in to high gear.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

===Round 1===

After seeing the ooze jump around, Furball went ahead and tried to grab it,
Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

"Wait that could be dangerous!" says Leyli as she tries to smack it with her quarterstaff.
Quarterstaff: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

===Round 2===

After sensing the danger this cube of ooze presents,
"Furball go all out!" which the lion happily obeys,

Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Claw 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

"We couldn't let it attack one more time," as she channels all her strength through her quarterstaff.

Quarterstaff: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Quarterstaff: 1d20 - 3 ⇒ (15) - 3 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

GM:
Yeah I have some thoughts but combat started right after. The urge to dig up the thing wasn't a compulsion right? Like Tommyknockers? As soon as combat is over Hajar will go into expository mode.

As Hajar is currently inside of a Gelatinous Cube, I don't know exactly what actions He is allowed to take for round 3.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Claw your way out, Hajar. Engulfed is pinned. You can try to break out with a CMB check.


The cube dies and breaks apart after Leyli attacks. The 3 of you are slimey but all your gear is fine. The Monastary is now clear.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah sucks in breath and spits out slime. He wipes the slime from his mouth and eyes. Some of his skin flakes off from the acid. "What a foul creature. Come together all. I will heal our wounds."

Channel Energy:1d6 ⇒ 2


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hamzah a word please. Hajar takes Hamzah aside and whispers to him.

Hamzah:
Something strange happened to me before the ooze attacked us. The spoors from that fungus were.....alive...with some strange intelligence. It promised to aid us in our quest so it would find redemption. I believe it wants me to dig up the courtyard to find something there.


Hajar:
The spirit of (cant remember his name) the templar of the north wind the saint of this temple has basically posessed you. Its meant to be random but you are both Janni and worship Sarenrae. He will give you some info from time to time and you get his weapon. It grows in power as you level. This is all player knowelge of course. Just telling you so you can roleplay it correctly.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hajar:
"We will go to where it said to dig. First you will sense for evil. If we find none, then we shall dig and find what has been hidden."

"While you are searching this room, we must go to the courtyard."


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

GM:
It's Vardishal, I scrolled through about 8 pages of posts to find it =) Hajar isn't aware he is Geniekind. It might change his view of things but probably not, his faith is pretty strong.

Hajar looks at Gunk. Thank you for your courageous actions. To the rest of the party Hajar says Hamzah and I will attend to something urgent, we will return

With that Hajar and Hamzah head to the courtyard


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"Gunk, do you have any clue on to why that cube attacked us?"


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

"Well Leyli, it looks like we all owe you a debt of gratitude, I'm not sure how well I would have fared by myself against that cube."


Seeing that the party is splitting up Grim will search the room/ and the rest of the basement

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Grim you do not find anything of value here. You do however continue to explore the Monastery and find an ornate window (no glass) that opens in the northern wall in the chapel right above the altar. If you climb up the wall you can view the ruined village of Kelmarane a mile and a half to the north over the rugged hilltops. It would be a good place to post a scout to spy on the village.

Some things the party has talked about doing and the timetable involve in that:

Going to town to sell. 2 days to Town 1 Day to haggle and trade. 2 days back. 5 days total. Almah will buy from you but what she has to sell will be limited. Make a request and I will tell you if she may have it. She is a trader after all.

Making a holding cell in the Monastery. 3 days total.

Look at the map in Campaign Info and tell me what your plans are. Your next step is to scout the ruins of Kelmarane and thin out the gnolls. Almah strongly suggests using gorilla tactics as you would be overwhelmed in a frontal assault.

You would be coming to town from the south. Note that North on that map is pointed to the left so south is to the right. Areas B1 and B2 would be the first places of interest you see. When you are ready to explore the town tell me what letter and # you are going to.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I'll tell you why it attacked, it thought you guys would make a tasty meal! He does a quick appraisal of the damage done to them. Quite frankly, it looks like you already did... Now then, about this stuff on the table...

my last alchemy roll wasn't responded to, so I'll use that here. I'll also use detect magic.


Male Familiar 5

Hey, where's Cuckoo going?


Sorry there is not anything of much use there as far as the AP is concerned. I will let it give a +5 bonus on craft Alchemy checks when you use this space though.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Gunk is gonna become a poison/potion factory now =) Gunk's Mystical Emporium


Hajar you can take the lead on searching the courtyard I have given you all the info you need.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hajar will bring Hamzah to the courtyard and begin digging in the spot he feels is appropriate.

Brother. The voice told me it would be right here! A weapon against our enemy. Kelmarane is but a small part of it's evil plan.


Hajar with Hamzah's help dig down in the center of the courtyard. Remember there is heavy brush here from the nest. You are guided by a strange force.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah will help dig the hole.

During the coming days, Hamzah, Hajar, and Akim will construct a suitable holding area for prisoners.

Hamzah will take the time to read from The Birth of Light and Truth to Gunk. He will teach Gunk the teachings of Sarenrae and the reasons behind it, taking especial time to explain how the act of redeeming an evil person pleases her because it is turning evil to good, robbing evil of a servant the same as evil often tries to rob those that are good of a servant. "It is similar to how one thinks of corruption, save that it is good corrupting evil."


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

Do we have enough to buy a wand at least? If not then the trip might be a waste unless someone will have a major upgrade.

Leyli will accompany Grim in searching around for a good vantage point against the village.

"We need to have a good plan, like a retreat to fall back on in case our attack goes wrong."


Grim can use the few days when the party isn't moving to start scouting Kelmarane.

trying to find out the camps of the gnolls, sentry, raiding parties etc...


What kind of wand would you like?

Leyli and Grim:
Every few hours, a patrol of eight gnolls wanders through the ruins, but these patrols do not follow any schedule.

A ruined structure at the foot of the hill B2 seems to contain
a large beast. It’s impossible to make out details, but a
squad of about a half-dozen gnolls armed with swords
and crossbows brings large hunks of meat to this
location three times per day.

Once every other day at noon, a group of four gnolls
bearing a fat goat walks down the road from the battle
market to the ruined mill B6. They emerge a few minutes
later without the goat.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

To Hajar Gunk says"Courageous? I'd call it a damned fool thing to do. I am less than half your size. What the heck was I thinking? Have you ever tried dragging an elephant? After a brief pause a smile comes over the gnome's face and he adds I suppose I am not done teaching you about this world just yet. Couldn't have you go and die on me before the lesson was complete could I?"

Gunk then sets about healing his own wounds by quickly mixing up an elixir and drinking it down.

1d8 + 2 ⇒ (2) + 2 = 4

As he does this he listens to Leyli's question and does his best to answer it. Well, from my studies I can tell you that those creatures are barely sentient. They are mindless eating machines that instinctively pursue and devour anything organic. I believe Raj is correct in that it simply saw us as a veritable smorgasbord of organic goodness. Actually I've read about some incredibly clever uses for such creatures if they are contained properly.

After cleaning the slime off with a prestidigitation spell, Gunk heads over to the alchemy lab to examine the equipment. Indeed, this is a wonderful setup. I can set about making us some really useful stuff here. Stuff that can save our lives. Hajar, I've been thinking about this whole redemption thing and I believe I may be able to make something that would help incapacitate our foes so that they can be captured. I'm not quite there yet but I think I can remake my bombs so that they don't explode on contact, but rather they flash out in a cloud of noxious smoke that will cause all within its influence to fall to the ground coughing and sputtering from its effects. Smelly and sick to their stomach but still very much alive. This lab will help in that endeavor greatly. Though

Gunk spends the remainder of the day cleaning up the lab and continuing his progress with the scorpion poison.

I'm not sure how long we will be here so I will make 4 days worth of checks. What room of the monastery is this alchemy lab located? I don't like the idea of having to go through the tomb to get to my lab. Is there a way to connect this lab to the rooms upstairs?

Day 1: Craft Alchemy: 1d20 + 17 ⇒ (16) + 17 = 33 {33*17=561}
Day 2: Craft Alchemy: 1d20 + 17 ⇒ (4) + 17 = 21 {21*17=357}
Day 3: Craft Alchemy: 1d20 + 17 ⇒ (18) + 17 = 35 {35*17=595}
Day 4: Craft Alchemy: 1d20 + 17 ⇒ (7) + 17 = 24 {24*17=408}


Hamzah and Hajar:
You dig down into the dirt, you start to wonder what you are even doing. Maybe Hajar just suffered a hallucination from the mold spores. Just as you are ready to give up Hajar wraps his hand around the hilt of a sword. He pulls it out into the sunlight and you see it is a perfectly made Falchon. Hamzah you are astonished when you see greenish mold spores appear from Hajar's hand to his elbow then recede again.

Hajar:
You know the name of this sword to be Tempest


Gunk look at the map and you will see that A18 upstairs goes to A19 the lab downstairs. Make sure you use the zoom feature or you cant read anything.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Ok, I'm gonna eventually block off the door to the tomb. Or at least lock it with the best security Grimm can muster up!


Jumping forward a bit for a second.

At the end of the first night you see a fire the size of a campfire coming from the area on the Environs map labeled Ruined Fort.

That does not mean it is night yet.


Grim will go and have a look at what is causing that campfire.

taking 10 on stealth => 18


Grim:
Its about 3 miles away. It takes you 2 hours to get there moving slowly by yourself. You give Kelmarane a wide berth. You come upon the source of the fire. A broken, heavily eroded statue of Sarenrae stands some 30 feet above a small clearing, her eyes cast in the direction
of the old monastery. Nearby are the ruins of an old fort. You see 5 Gnolls around a campfire. One is much bigger then the rest (Flind Gnoll) and it wields a strange looking flail.
1d20 + 2 ⇒ (14) + 2 = 16
You are not seen.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

hey guys in meetings all day, serious meeting where i cant post


No problem. The game can wait we are in a heavy RP section I do not want to start another encounter until you guys talk some stuff out.


shame i don't speak Gnoll

Do they look like thy will be camping for the night or just stopping for diner?


They have a pretty solid camp. They look like they will be here for quite a few days. They have a totally different way of dress then the Gnoll you captured before.


Grim will back track and bring along this news to all those in the monastery.

Nearby in the ruins of an old fort. I saw 5 Gnolls around a campfire. One is much bigger then the rest (Flind Gnoll) and it wields a strange looking flail. It looks like they will be spending the night. We should hit that camp in order to Thin the Herd. Akim and i can take down the night sentry and the rest will be easy.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah is astounded when he sees the spores surround Hajar's hand. "It seems the spores have not left you. They do not seem evil and they have guided you to a weapon. We will see if this weapon is good. I am thinking these spores may be a boon. Still, I should check you."

Heal check:1d20 + 7 ⇒ (2) + 7 = 9

***

"Well done, Grim. You're a very quiet, very quiet, but with good eyes. Your plan is sound. It will give Hajar a chance to test his new blade."


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

Al-Akim nods his grim agreement with the rogue.

"It would seem that we must destroy these vile creatures, and prevent them from spreading their evil any further across the desert."

Lady Sarenrae, let your vengeance be swift. These will be redeemed by your servant's blade.

"Hajar, Hamzah, I will ask you to pray for me."


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

So the ruined fort is a few miles away. We will have to keep wide of Kelmarene so we aren't spotted to get there. So no light sources and probably best to move at night.

Hamzah will pray with Akim facing the sun.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Earlier...

Hamzah:
Hajar grasps the blade and turns it over and over marveling at its magnificence. I do not know how I know this, but this blade is named Tempest. I believe it was destined for me to find here, in this place. I must contemplate the meaning of this. What do you believe Brother?

Are we making plans for the next days or are we continuing with the approach to Kelmarane. Assuming that people want a couple days.

Hajar will spend the next few days contemplating and meditating on the acquisition of Tempest and the strange mold. He will also move his belongings into the Monastery and make his home near the strange statue as it is mildly comforting. He will spend his time working with Hamzah and Akim to build a place for keeping prisoners. He will also be buying manacles from the Caravan, provided they have some for sale.

During this time Hajar will approach Gunk.

Gunk:
My friend, your thoughts and actions gladden my heart.You will be an excellent servant of the Dawnflower.

Add my normal Falchion to the group loot to sell


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

For some reason, I wasn't able to connect to paizo for the whole day, until now.

I was thinking of a wand of cure light wounds to help us recuperate faster but with all the healing right now, I don't think it's a necessity yet.

Leyli will report to everyone what she observed on the gnoll's guard routine so everyone feel free to look at the spoiler for Leyli and Grim above.

"5 gnolls could be a handful, especially that big one you're talking about. I say all of us strike them at night so we could get the first strike."


yes Leyli, that is the plan we move with everyone. The ranger and i try to take out the sentry before it sounds the alarm. if it does then everyone rush in and we go into normal fighting.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"We can use Raj's familiar to signal us if needed. I'll be waiting, ready to strike."


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Your plan is sound Master Grim. We will do as you say and the Dawnflower will guide our hand.


For the followers of the Dawnflower you are in for a treat at the Gnoll's camping place. It should fuel your passion replied grim with a smirk


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hajar examines the tiefling's expression a bit before adding Is there something you left out Master Grim? I would not care to repeat what happened with Nukk and Lak. Do not lead us into a dark path.


Grim's exploring took up the first night. Everyone has learned that Hajar has dug up a magic blade called Tempest from the courtyard. The spores are still with him but they are not affecting him in any negative way. The caravan is setting up and everyone is taking there own rooms. Almah is pleased with the progress you have made and she is eager to have you begin retaking Kelmarane.

You can buy any mundane items at normal cost from the caravan.

It seems you have plans to head to the Ruined Fort on the second night. What will you do the second day? Some of the time will be spent working on the holding cell and a few of the caravan that you helped during the fire have agreed to work on it as well. You will still have time to explore during the day if you like.


M Human (Keleshite) Ranger 5
status:
HP 46/46 , AC 18, T 14, FF 15, Melee +10 (2d4+5 18-20x2), Ranged +8 or +5/+5(1d8+3), Perception +10, Init +4, Fort +6, Ref +6 Will +3

"I think Hajar, that Master Grim may be speaking of further desecration of some holy object."

Turning to the Tiefling, "Grim, you speak to us as followers of Sarenrae, and then mention that something will further incite our rage. Please, share what you know."

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