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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yes then we go visit that crypt of yours


So what are you doing exactly to Kardswann?


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

Where the heck is everyone?

We bound Kardswann with rope and manacled his wrists and ankles. Hajar will ask Haleen to watch him carefully while the group descends into the crypt. He will be locked in the cells. Maybe the harpy has something to keep him drugged and unable to planeshift while we venture forth?


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

I'm here. Been here several times today. I won't weigh in on the Kardswann topic because my opinion would likely cause conflict. 8)

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Beheading? Yeah... I like the idea of drugging him though. If we can't keep him under wraps we'll have to kill him.


Raj studies Kardswann with detect magic for some time. He concludes the genie is under the affects of a powerful charm spell. The chances of him plane shifting away from his master is very low.

Matching the ridges of Almah’s interdict key with the glowing series of irregular etched lines on the interdict seal at the barred door to the church’s crypt causes the red glow to fade, as the key and the seal fuse together. The door can be opened easily, now revealing more stairs leading down below

The stairs lead to a rounded stone-walled chamber with a featureless door in the north wall. A ten-foot-diameter circle of mortared stones at the center of the room marks a well that descends even deeper into the earth. Next to the well, on a small pedestal, is a large gong. A short stick capped with a round pad of moldering leather dangles from a cord attached to the gong platform.


Map will go up tomorrow.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||
Raj Ajir wrote:
Beheading? Yeah... I like the idea of drugging him though. If we can't keep him under wraps we'll have to kill him.

Yeah, I only ever mentioned beheading when someone was so bold as to tell the pally he had demon blood. That sort of conversation doesn't go very well usually. No If we can't keep him under wraps we'll have to kill him was exactly what I had in mind.


Never mind I put the map up early it seems. See the new battle map.


Grim checks for traps and finds none.


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 moves forward deeper into the crypt.


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 follows closely behind Hajar, his Falchion balanced in his hands, ready...


You move into the crypt and see nothing but the door ahead, the well in the center, and the Gong.


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

Through the door it is. Hajar tries to open the door.

You did say Grim checked it right?


Yea no traps.

The door does not budge regardless of how much force you exert and you see no way to open it with a key or any other means.


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 states

The Gong perhaps?


Just to get you going

Hajar Rings the Gong for no other reason than its there.

Hitting the gong causes the door to slide into the ceiling and the “floor” of the well, that was once 30 feet down, to slide into the side of the shaft at the same time. Faint rumbling can be heard from both locations.
With the false bottom withdrawn, the well descends a total of 60 feet now.

Seconds after the gong is rung, a gout of pinkish, swirling vapor rushes out of the well, coalescing into four man-sized shapes—roiling fiery forms of beautiful winged angels with fire for wings and hair much in the same way Sarenrae is depicted in pictures.

These seem to be still ancient guardians of the Crypt.


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 eyes the spectacle curiously....

Hail guardians of the Dawnflower.


The guardians of fire seem to have no intelligence. They seem poised to attack as soon as anyone moves.

DC 15 Religion

Pass:
Perhaps if you prove you are a true follower of Sarenrae. It would make sense that the clerics of this temple would not have to fight there way into the crypt.


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

Kn: Religion: 1d20 + 4 ⇒ (13) + 4 = 17

Hajar wields his Holy symbol at the guardians and speaks in a loud commanding tone.

Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

You have fulfilled your promises brave guardians, go and be in peace. We all serve the Dawnflower here.


They do not leave and you quickly find you have to keep your holy symbol within their sight or they will move to attack.

Regardless you have made them stand down.


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

Gunk pulls out his holy symbol as well and keeps it in hand. He is visibly nervous.


Well that was relatively easy.. said grim with a grin

oh by the way some of my wounds still hurt from the last battle, would it be possible to get some of them fixed?


You can go down the well or you can go through the newly opened door.


Hamzah healed everyone up when he came with the caravan. So everyone is at full HP.


Grim can go scouting trough the door :)


Grim:
You walk through the door to see...The walls of this large, rough-hewn chamber contain several niches for burials. Shrouded corpses, most reduced to skeletons decades if not centuries ago, pack the niches from floor to ceiling. A raised dais in the center of the room bears a ceramic cask with a elaborate topper capped by a figurine of Sarenrae. You have a feeling of peace and restfulness wash over you when you step into this room. You know nothing evil resides in this area.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj cautiously peers down the well, using his darkvision to try and penetrate the abyss.


Raj you just see it goes 60 feet down then opens up at the bottom on one side.


DM:
no other door or other exit?


Grim:
No obvious one.


Grim will come back and give the All clear signal

this room has seen no Evil and has heard no Evil. you can come do you worship. Meanwhile i'll go check for secret doors.

Taking 20 to check the whole room for secret door/passage. If nothing then we have to go down the hole !


Read his spoilers


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 takes note of the burial area.

We should bury the ashes of the priest here, to ensure that Sarenrae keeps his remains from animating again.


Grim you find a secret door. Leading to a plain stone-worked chamber wher the church once stored the church’s valuable religious artifacts. It’s been ransacked somewhat, but some lesser treasure still litters the floor.


Grim will point it out and will let other decide what to do with it.


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

This is a holy place. We should leave it be for now and remember why we are here. Xulthos awaits my blade.


New map is up.

You go down the well in search of Xulthos.


The shaft of the well emerges into a rough hewn chamber.

To the north, an old rusty portcullis blocks the route further; the mechanism to raise and lower it has long since broken, so the portcullis must be wrenched open or lifted with a DC 20 Strength check, or battered
down by force (hardness 8, hp 40).


Grim will leave that particular job to the strong weapon type...


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

With some aid another rolls we can lift it.

Hajar attempts to lift the portcullis.

Str: 1d20 + 3 ⇒ (17) + 3 = 20

Hajar strains a bit but manages to lift the heavy iron gate.


Hajar lifts the gate but if he lets go it will come crashing down again.


I am sure Naziri would step forward to help as well while you find something to prop the gate open.

The gate rises with a grinding screech of metal on rusty metal. The noise attracts the attention of some of Xulthos's friends.

Five humanoid creatures come out from hiding. The fanged humanoids have hideously transparent skin, revealing the vivid colors of internal organs and ivory bones inside their bodys. They all carry strange 2 pronged swords and well made longbows. (zoom in on them)

The front to raise their bows and fire at Hajar and Naziri.

1d20 + 4 ⇒ (14) + 4 = 18 Hajar Flatfooted Hit
1d20 + 4 ⇒ (9) + 4 = 13 Naziri Miss

1d8 + 4 ⇒ (4) + 4 = 8

Hajar takes 8 damage.

Round 1 combat begin. If Hajar lets go of the portal it will slam down. Either prop it open or run past!


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 grunts with the exertion of holding the gate and the pain of the arrow.

Hurry past!

Hadn't updated my sheet to reflect the +1 Splint Mail and +2 Cloak of Charisma. My FF ac is 18 now, still a hit

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Updated the loot log, going to delete all assigned items in a few days. Also, my mage armor lasts 4 hours now, so I cast it before we even entered.

Heh, have fun Naziri! and Naziri feels a sharp jab in the back. Almost instantly, the portcullis becomes a lot easier to hold, and Naziri begins to feel like he could easily chop those creatures to pieces. He gets a push in the back as Raj grabs the gate. Make mincemeat of these things!

Naziri, your strength score gets a +4 bonus. Enjoy the 20 strength! oh, and here's hoping you took cleave at 3rd level...


Nazri can hold up the gate now without a check or Hajar can keep holding it while Nazri attacks.

Its getting late in the day for him to post so I will make him do whatever the party wants.


Round 1

Grim moves 30ft up and goes on full defense.


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 hold it until the party gets through. Then he will move to engage.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Since both Hajar and Raj are holding, Naziri can charge. His character (at least on here) is way out of date though.


Yea Im not sure what to do with him.

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