Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

Loot Log

The Great Dome Map(outside)

Not in use

Not in use

Current Battle map

Notes

Characters


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

Hamzah works on the holding cell. He prays at the statue. He continues to clean and explore the monastery taking Akim or Hajar with him.


Akim has is all figured, and is indeed correct the gnolls are camping inside a clearing with at its center A broken, heavily eroded statue of Sarenrae that stands some 30 feet tall, her eyes cast in the direction of the old monastery. And they are using it for some pissing contest.

And for a man of faith you credit me with little of it. Now why would i lead you down a dark path? Because we walk different path you therefore assume that i would try to corrupt you? Well you can stop hurting my feelings, i don't proselytize. replied grim with a smirk


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

"There is little respect for the Dawnflower amongst these gnolls. We will teach them to at least fear her when the night comes."


Nighttime comes without incident. You have made good progress on the holding cell but you took time in the afternoon to rest for your night excursion.

Every evening around midnight you hear an almost impossibly loud, yelping howl that seems to come from the roof of the largest structure in Kelmarane, the huge round citadel known as thebattle market. A minute or two later, a faint, similar call can be heard from the distant Pale Mountain, a call-and-response that must be some form of long distance
communication between gnoll tribes. Dashki identifies the call as the infamous Howl of the Carrion King, a nightly message from the ruler of the Kulldis tribe in Kelmarane to agents of the gnoll monarch in an unknown hidden base on Pale Mountain.

Grim leads the way. As you are walking through the abandoned Pesh fields Grim leads you on a winding path of stone that seems to have been well traveled. It is a clear night so there is no need for torches (20% chance to miss if you do not have low light vision though)

Grim informs the party that you are getting close.


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

"Your words bring me comfort Hamzah. Our Lady's vengeance will be swift."

Al-Akim takes the next hour or two to pray dutifully at the cleansed statue of Sarenrae before setting off with Grim.


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

"We will wait here. Akim and Grim, go forth and eliminate the sentries. Then call us when it is done."


Akim and Grim Report back fairly quickly. There are no sentries its only a party of 4 gnolls and the Flind. They are all in the same place that Grim saw them sitting around the fire as if they are waiting on something.


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

"My friends, there were no sentries this night. There are only 5 of the beasts, one of which being the large one Grim informed us of earlier. I suggest that we make haste and surprise them now, before any scouts return. I will hold the rear of our party to ensure that we are not accidentally flanked by returning scouts."


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

"Move with swiftness." Hamzah follows the others letting them lead the way. He draws his scimitar.


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

Hajar:
"I will offer redemption to those I feel are redeemable brother Hajar. But I must warn you, I am far from ready to offer redemption to gnolls, their allies, and those who assist them. It has been my experience that they are a vile and unrepentant race who have caused great suffering. They willingly trade and barter with us for poisons, weapons, and supplies and then turn around and use those things to slay or enslave our kin for profit or sport. I promise to not cause them undue suffering in their passing and I will capture one or two of the beasts if it can be safely done. And after a brief pause Gunk adds Honestly, the pactmasters are nearly as vile as the gnolls as they profit from this commerce of the suffering masses. One day I shall enter the hall of the pactmasters and if they do not willingly relinquish their hold on power, they will pay for profiting from the sins and suffering of others."

Gunk will follow Grim's lead and once we are close to the sleeping encampment he will quickly and quietly create and consume two elixers; expeditious retreat and shield.

Grim:
Is there a higher ground I may get to quietly and quickly? I am much more effective from above.


Grim to Gunk:
Without saying a word Grim points you to an area where you could throw bombs at a better vantage point. Gunk make a stealth check.


Grim will try to move as silently possible in order to backstab the large Gnoll


Grim and Gunk are hidden.

The rest of you move into position to attack the resting Gnolls from the front or at the very least get in an advantageous position for a possible attack. Hajar gives the instructions that Grim and Gunk are to hold the attack until Hajar has time to try to reason with these gnolls. He has learned a few saying from Gunk enough to know if they are willing to speak rather then all out attack.(I think Hajar would have a problem attacking them without talking our letting them arm themselves.)

You hear a voice boom out from the night.

Stop! There is no need for this!

You see Dashki step into the firelight and all 5 gnolls stand up and grin there hyena grins.

Dashki: Come into the light so we may talk. These gnolls are from the Three Jaws tribe and Dashki is cut short by the big Flind Gnoll.

The big gnoll speaks in a fearal common.
Hold your weapons. I am Narg, chieftain of the Three Jaw pack. Our brother he spits out the word Dashki says you mean to kill the gnolls of Kelmarane. We came to help.


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

Hamzah's eyes narrow, "Your brother? What is the meaning of this, Dashki?" He keeps his hand on the hilt of his scimitar.


Narg:... What is this Dashki? You said the hairless would jump at our help!

Dashki:... Brother let me talk to them please. Ok the story I told you before was true all except the gnolls who killed and devoured my father adopted me into their hunting tribe and raised me, as one of their own.
As you can see these are good gnolls not like the evil gnolls of the Carrion King!


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

"Hajar, sense if he speaks the truth."


I got some names messed up before. This was not supposed to go down till the fifth night so I am making adjustments.

Hajar will tell you that the gnolls are of evil alignment but Dashki is not. Anyone that has been around him knows he lives by his own moral code though.

Sense Motive


You can tell that the lead gnoll is quite unhappy and seems to be ready to eat Dashki on the spot. He is also very aggressive in stance and attitude. His body language does not say friend.

You can sense motive on what he actually said to you.


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

Sense Motive1d20 + 3 ⇒ (18) + 3 = 21


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;

"Be on your guard," as Leyli pats Furball. She grabs her quarterstaff as if pretending that she's using it to walk, but she is ready in case a confrontation breaks up.

"What do you think Hamzah? They killed Dashki's father but he's also protecting them right now, this is quite confusing." whispers Leyli.

Aid Sense Motive (Untrained): 1d20 + 2 ⇒ (13) + 2 = 15


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

Quick update, Hajar isn't really cool with allying with the Gnolls, 6 might be too much of a fight though. Sorry can't rp too much but I promise to update later Grim/Gunk/Hamzah


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

Gunk looks over at Grim and in a look of confusion. I do not know what to do here Grim. These gnolls wish to ally with us to attack the gnolls at Kelmarane? Do we ally with evil to fight evil?

Perhaps it is wisdom to allow evil to fight itself Gunk thinks to himself.

Gunk isn't quite ready to reveal himself just yet to the gnolls below. But he will try to determine what the gnoll is really after to see if he is lying and whatnot.

Sense Motive: 1d20 ⇒ 8

*Edit: Ok, Gunk obviously has no idea.


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

"Friends, these Gnolls may be at war with other Gnolls, but do Demons not war with Devils? I see no great benefit in allying ourselves with Evil."

Turning to Dashki, "Dashki, I trust that you have a new heart, and one for mercy, but I will not readily walk into battle with Gnolls unless I intend to strike them down. If you are repentant, turn from these, your evil brethren, and we will liberate Kelmarane without their taint."


I have no moral problems with that Grunk. They will add to our fighting force against the other tribe. Lessening our losses and allowing to take on bigger pack of enemies. Should they try to betray us ... well i knife in the back is a good solution as any.


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;

Correct me if I'm wrong, but Gunk would be at the vantage point and Grim would be behind the large one?


Narg:...We have fought them (the Kulldis tribe) for many years, and now they let themselves be ruled by one who is not a gnoll! Their ways disgust us, and we wish to see them swept from the town. We will slay their leaders and eat their young together! Now what say you? Do we fight together? Or do we fight right now?

This is said before Naziri speaks to Dashki. When those words are said a fight is surely going to break out. The gnolls are Dashki's only family no matter how mean to him they are.


Leyli Wildspeaker wrote:
Correct me if I'm wrong, but Gunk would be at the vantage point and Grim would be behind the large one?

Yea they would be at totally different places. I was going to let it slide. When combat begins you guys are apart.


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

I thought Grim and I hid together. Ok well if that is the case then I spoke to myself like a crazy man!

This Dakshi really needs a better family. One that doesn't try to eat him would probably suffice. And there is no way in the fires of all hell am I ever going to eat a gnoll baby. That's cannibalism! Even in war that's still cannibalism. Egads I hope Hajar doesn't push for redemption. These things need to be slaughtered.

As the tension rises Gunk begins to prepare a bomb to throw at the leader. he is awaiting the actions of the others.


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

"What do you mean...not ruled by a gnoll? Who is this Carrion King?"


Naziri speaks just before Hamzah.

Narg Laughs the chirping chuckle of a hyena.

Stupid Humans. Not the Carrion King, the Kulldis tribe is led by a Janni! Enough of this talk! We shall feast great tonight brothers! Attack!

The Flind will go after 2 posts
The other Gnolls will go after 4 posts
Dashki will pick a side after 4 posts

Combat Round 1!


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

"Hajar, do not allow Dashki to be killed." Hamzah draws his scimitar and attacks a gnoll. "You will feast on your own blood."

Attack.1d20 + 1 ⇒ (11) + 1 = 12(1d6 ⇒ 5)


Do not forget your +1 from the Blessing of the altar. Hajar, Naziri, and Gunk get it too.

The Gnolls have spears in there hands no shield so there AC is 13.

Hamzah Hits!

Gnoll 1: 5 damage
Gnoll 2:
Gnoll 3:
Gnoll 4:
Narg:
Dashki:

Round 1
Narg goes in one more post.


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, lifts his bow, and sends two arrows flying, one right after the other at the second Gnoll. (Favored Enemy)

attack 1: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
attack 2: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

damage 1: 1d8 + 2 ⇒ (3) + 2 = 5
damage 2: 1d8 + 2 ⇒ (5) + 2 = 7

Both arrows slam home into the Gnoll, diving deep into his chest.

I really need to get a composite longbow, and take advantage of my strength!


Gnoll 2 falls over and is bleeding.

Narg Rushes forward and attacks Hajar (Im sure he would be in front)

1d20 + 10 ⇒ (5) + 10 = 15

Hajar manages to dodge out of the way of the strange flail like weapon.

Round 1
Narg damage:
Dashki damage:
Gnoll 1 damage: 5 Hamzah attacking][ Gnoll will attack in 2 more posts
Gnoll 3 damage:
Gnoll 4 damage:


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

Gunk will target the either the big gnoll OR whichever group of gnolls is in the tightest formation to maximize the splash damage on his bomb.

*note these are gnolls so Gunk receives +1, +1 against them.

Rng Touch: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg: 1d6 + 4 ⇒ (2) + 4 = 6


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

If Narg is the Flind, and I think he is, Swift Action Smite Evil on Narg.

This raises Hajar's AC against Narg to 20.

Hajar strikes to kill the leader of the Gnolls, it has proven its intent.
He swings Tempest in a glittering arc at the flind.
DAWNFLOWER!
attack1: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 2d4 + 7 ⇒ (3, 4) + 7 = 14

Hajar also shouts at Dashki

Master Dashki, I know not what hold these creatures have on you! Do not walk their path! Sarenrae has mercy for you.


sprinting up from his hidden location grim will move to attack the lead Gnoll

Dagger: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 1 + 1d8 ⇒ (2) + 1 + (4) = 7

Current AC 20


Gunk wrote:

Gunk will target the either the big gnoll OR whichever group of gnolls is in the tightest formation to maximize the splash damage on his bomb.

*note these are gnolls so Gunk receives +1, +1 against them.

[dice=Rng Touch]1d20+6
[dice=Dmg]1d6+4

Gunk had a bomb ready to throw, so as soon as he heard the big gnoll say attack he threw.

Ill do saves in a sec


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
Grim The Wanderer wrote:


And for a man of faith you credit me with little of it. Now why would i lead you down a dark path? Because we walk different path you therefore assume that i would try to corrupt you? Well you can stop hurting my feelings, i don't proselytize. replied grim with a smirk

Earlier.....

Grim:
Hajar responds I was speaking rather to your earlier comments that killing someone simply because they are unnecessary or inconvenient was acceptable. I believe that these gnolls deserve further investigation


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 wrote:


"I will offer redemption to those I feel are redeemable brother Hajar. But I must warn you, I am far from ready to offer redemption to gnolls, their allies, and those who assist them. It has been my experience that they are a vile and unrepentant race who have caused great suffering. They willingly trade and barter with us for poisons, weapons, and supplies and then turn around and use those things to slay or enslave our kin for profit or sport. I promise to not cause them undue suffering in their passing and I will capture one or two of the beasts if it can be safely done. And after a brief pause Gunk adds Honestly, the pactmasters are nearly as vile as the gnolls as they profit from this commerce of the suffering masses. One day I shall enter the hall of the pactmasters and if they do not willingly relinquish their hold on power, they will pay for profiting from the sins and suffering of others."

Earlier...

Gunk:
We will see what these gnolls are doing. I believe that Sarenrae will guide our actions. If we give them one chance to surrender and they refuse then I will feel that my part is done. I cannot speak to the Pactmasters, much of what happens in the City is wrong but Sarenrae says that all must be shown the path of the light. It would take more than one such as me to change that den of iniquity


Gnoll saves

1d20 ⇒ 16

1d20 ⇒ 3

1d20 ⇒ 20
1d20 ⇒ 16

1d20 ⇒ 2

The flind takes 6 damage from the bomb
Gnoll 2 took splash damage then died from arrows


Flind damage: 27

Gnoll 1 on Hamzah 5 damage
Gnoll 3
Gnoll 4
Dashki

Round 1


Gnoll 1 1d20 + 2 ⇒ (15) + 2 = 17
Gnoll 3 1d20 + 2 ⇒ (1) + 2 = 3
Gnoll 4 1d20 + 2 ⇒ (6) + 2 = 8

Gnolls attack and all miss

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I'm back!

The previous day, Raj took the time to create a scroll of color spray, then purchased some supplies to copy down some spells from a scroll he owns (Spellcraft DC 16). Studying each scroll took one hour, and if successful writing each spell down took one hour. He receives a +2 bonus on the second spell because it is a conjuration spell. He has also continued reading the book of the planes.

Understand Sleep: 1d20 + 9 ⇒ (2) + 9 = 11

Understand Mount: 1d20 + 11 ⇒ (9) + 11 = 20

He fails to learn sleep, but still has the scroll. He successfully learns Mount, and no longer possesses a scroll of it. The total time and monetary investment for the scroll and spell writing was 3.1 hours and 22.5gp. He spent much of the remaining time carefully going through the monastary's library, preserving what he could and looking for anything of value.

As they snuck up to the gnoll encampment, Raj, anticipating a fight, cast mage armor on himself, raising his AC to 16. He was a little surprised that the gnolls seemed so willing to help, but when fighting broke out he saw little choice but to fight back.

Round 1:

Raj quickly realized the direction this battle was going, but decided that if the gnolls really did want to help, incapacitating a few to try to reason with them wouldn't hurt. And besides, he could always cast hypnotism on one later...

Unlike normal, Raj rushed to the front of the battle, aiming his spell so as to make it reach as many targets as possible, preferably the uninjured ones. He cups his hand, and a small shimmering ball of swirling color appears in front of it. The colors swirl faster and faster, until in a blinding flash all the colors of the rainbow and 20 more leap from his hand in a great cone of color spray.

Color Spray Mechanics:

DC 15 Will Save for all creatures in a 15ft cone. If failed, see below for effect:

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.


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;

"Bartering a deal with evil, in my opinion, does make you evil in some ways. Their reason for trying to ally with us is not because they want to repent and join your holy cause my friends. Don't let it cloud your visions." as Leyli gives a signal to Furball to attack.

Bite, Power Attack, Flanking: 1d20 + 3 - 1 + 2 ⇒ (2) + 3 - 1 + 2 = 6

"Good job, dodging my companions bite. Try dodging this!"

Quarterstaff, Flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

A blunt thud was the last sound Gnoll 1 heard before it's mind went blank and falls to the ground.

"Get out of there Dashki!"


Dashki runs into the hills beyond the ruined fort.

Will saves for Gnolls 3 and 4

1d20 ⇒ 16 Gnoll 3
1d20 ⇒ 7 Gnoll 4

Gnoll 3 stays standing

Gnoll 4 goes down 2d4 ⇒ (1, 1) = 2 Rounds


Round 2

Only the Flind and Gnoll 3 are still standing.

The Flind is on Hajar

Gnoll 3 attacked Grim with his spear but missed.


The battle is going SO badly for the Gnolls. They both turn to run.

Attacks of Opportunity.
Everyone!

You can only choose 1 target 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

Hajar shouts Capture Dashki, he must answer for this.
Hajr swings Tempest at the base of the fleeing Flind's skull.
This creature has made its decision!....Where did that thought come from?
DAWNFLOWER

attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 2d4 + 8 ⇒ (4, 2) + 8 = 14


The Flind goes down bleeding.

Only range attacks can hit Dashki as he never got in Melee with anyone btw.

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