Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

Loot Log

The Great Dome Map(outside)

Not in use

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Current Battle map

Notes

Characters


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Leyli Wildspeaker wrote:

As Leyli was surveying the area ahead of the group, she notices something peculiar about the mound. She's halfway towards it when a giant scorpion arises! "We are not your prey, and we will surely prove it to you soon!" says Leyli as she commands Furball to surround the scorpion, which the lion obeys without question.

Leyli rushes in towards the side and draws her quarterstaff, working in tandem with her was her trusty companion, going for the kill.

[dice=Bite, Flanking]1d20+2+2
[dice=Damage]1d6+1

Anything we need to watch out for?
[dice=Knowledge Nature]1d20+5

You know the poison can be extremely deadly.

It is a large creature, Let me read up on those rules.


That would be for an attack of opportunity. I'm not gonna do that. Its not going to come into play for you so its not going to come into play against you. If I need a creature to have more attacks so it will be more threatening I will just give it more attacks. But for this scorpion he is not going to attack when you advance.


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, upon seeing the massive arachnid creature draws his elegant Falchion and charges!

"Look out!

steady hands Naziri...

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 2d4 + 8 ⇒ (1, 3) + 8 = 12

The Falchion slams home, and penetrates deeply into the monster's tough exoskeleton, rending the flesh inside.


Scorpion attacks the only 2 targets in range.

It barely feels Furball's bite so it goes after the 2 in front of it that look most threating. It sequels in pain from the Falchion.


Round 1

claw vs Hajar: 1d20 + 6 ⇒ (3) + 6 = 9
claw damage1: 1d6 + 4 ⇒ (6) + 4 = 10

claw vs Naziri: 1d20 + 6 ⇒ (5) + 6 = 11
claw damage2: 1d6 + 4 ⇒ (4) + 4 = 8

Tail vs Furball: 1d20 + 6 ⇒ (11) + 6 = 17
Tail Damage: 1d6 + 4 ⇒ (4) + 4 = 8

The 2 claws are deflected but Furball is not as lucky. Fort save for Furball.


Would it break the glass if I told you monster HP's?


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

I would just post how many its lost to keep a running tally Also, Naziri did you calculate the charge bonus and -2ac or was the charge in description just fluff?


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 don't think it's that big of a deal, but I don't see that it's necessary.

EDIT:Charge was just fluff, I meant to re-write that before I posted, but the -2AC can stand. My mistake.


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;

Furball Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17

Furball 10/18 HP

"No! You shall not injure my companion anymore!" shouts Leyli as she slams her quarterstaff hard unto the scorpion's exoskeleton!

Quarterstaff (double weapon): 1d20 + 0 + 2 ⇒ (18) + 0 + 2 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Quarterstaff (double weapon): 1d20 - 4 + 2 ⇒ (10) - 4 + 2 = 8
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Furball feeling the pain inflicted on him, seeks to inflict the same pain with a little extra on top,

Full Round
Bite: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw 1: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw 2: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Crit Confirm (Claw 2): 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Crit Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Their attacks seems lethal, but after the dust settles...


Leyli Your attack goes off in round 1

The attack for Furball would be for round 2

People left to post in round 1

Grim
Gunk
Raj

No one else take any actions other then roleplay.

The scorpion has taken 21 Damage so far. It is looking bloody with cracks in its carapace. It does not seem even consider the option of retreat.


Furball's Fort Save:

Fort: 1d20 + 4 ⇒ (7) + 4 = 11

The poison takes its toll on the Lion!

Poison: 1d2 ⇒ 2

Furball takes 2 Strength damage.


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

Brother Akim! Mistress Leyli! Is there no one way drive this beast away before we take wounds? Hajar shouts as others arrive to attack the beast.

Hajar gathers himself for another swing and shouts Dawnflower!


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;

I did roll a 17 for the fort save! Don't kill my lion lol! With my post above, all of it would be round 2. Leyli's action for round 1 is to setup a flank and draw her quarterstaff. She doesn't have a BAB of 1 to move and draw a weapon.

"We, all creatures good or bad, are programmed to survive. This scorpion thinks of us, as it's prey. There's no stopping that unless we show him who's on the top of the food chain."


Leyli Wildspeaker wrote:
I did roll a 17 for the fort save! Don't kill my lion lol! With my post above, all of it would be round 2. Leyli's action for round 1 is to setup a flank and draw her quarterstaff. She doesn't have a BAB of 1 to move and draw a weapon.

My bad....

Yea the Furball saves vs the Poison!


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

If round two comes around, here is what Hamzah does.

Hamzah moves so that the cat and the wounded are within his channeled energy.

Channel Energy:1d6 ⇒ 1

The second link for the map worked. Hamzah will trust Hajar to ensure we approach in a safe manner.


(Halfling Barb 1/Fighter 1): AC: 18 (15) // HP: 19/22 +2 // Perc: +2 //Rage 6/6

Gunk throws a bomb.

1d20 + 3 ⇒ (14) + 3 = 17
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

lol Hajar isn't interested in redeeming the Scorpion. That's just what I imagined him saying, trying to end conflict without taking harm.

Hajar attacks with his Falchion Round 2

attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8


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

Naziri takes a sweeping second cut at the Scorpion. Power Attack

attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 2d4 + 8 ⇒ (2, 2) + 8 = 12

The Keleshite's Falchion bites deep into the creature's carapace yet again.


27 damage done

Grim
Raj
Go round 1

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj rounds 1 and 2

Raj moves so that he is just out of reach, staring down the scorpion. He stretches out his hand, and a circle of glowing green runes appears. He speaks a word, and green energy flows from the ring to its center, conglomerating into a small sphere of clear green that launches itself at the scorpion. Though Raj was aiming for its face, it splatters across its back and seeps into its armor.

AcidSplash1: 1d20 + 2 ⇒ (8) + 2 = 10 (vs. 9 touch AC)
Damage1: 1d3 ⇒ 1

Raj allowed the acid to form again. So far only the lion had been struck; a smashing blow that had left a bloody mark where the stinger had entered, and Raj knew full well that a blow like that could kill a man. Furthermore, the giant vermin was getting angry. He aimed carefully, hoping to score a hit to the scorpions eyes, perhaps blinding it, but the acid splashed harmlessly into the sand as the scorpion turned to swipe at one of his allies.

AcidSplash2: 1d20 + 2 ⇒ (3) + 2 = 5 (vs. 9 touch AC)
Damage2: 1d3 ⇒ 2

Don't let it grab you! Once it gets ahold of you with one of those pincers it'll be all over!

Obviously! hollered Nemaides from somewhere up above.


You dont roll twice anymore. Unless you can throw 2?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5
GM: Dave the Dwarf wrote:
You dont roll twice anymore. Unless you can throw 2?

I decided to take care of both rounds in the same post.


Ah cool then.

Its so big there no penalitys for shooting into melee.

Its taken 28 now

Waiting in Grim going to give him some more time before I roll for him.


Round 1

Grim moves in close combat vs the scorpion and in flanking position.

Dagger: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d4 + 1d8 ⇒ (2) + (3) = 5


Round 2

Naziri, Furball, and Leyli all land there blows and the scorpion lashes out one last time before it dies.

Naziri: 1d20 + 6 ⇒ (9) + 6 = 15
Hajar: 1d20 + 6 ⇒ (17) + 6 = 23

Hajar damage: 1d6 + 4 ⇒ (4) + 4 = 8

The giant scorpion reaches out and clamps its claw around Hajar in its death throws. It takes 4 of you to pry the claw open.


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 grimaces from the pain. Light save us from such monstrosities.

HP 4/12

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Hey Leyli, Gunk, either of you feel like helping me harvest some venom from this thing's stinger? Could be useful, and it fetches a good price back in Keltapesh. He walks over to the tail and pulls out a dagger, and with a gesture of his hand the armor plates lift up a bit.

Appraise-Poison: 1d20 + 7 ⇒ (10) + 7 = 17 -> how much per dose?

Not sure what to roll for harvesting the poison, but Raj has a flask or two on hand, enough to hold at least a few doses of venom.


Input here guys. Nature for poison harvest? I just read a post to use survival. Also saw one for heal.


Im thinking heal myself...


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;

"I was thinking of doing that myself too. First of all, is anyone hurt? Great job Furball, although you can work on your dodging skills but great job overall."

I'm leaning more towards on survival, not because I have more skills on it but flavor wise. I mean you need survival skills to gather things around that will help you er survive. Heal makes sense in treating somebody if the poison snuck up on them.


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

I would actually lean to Craft:Alchemy or Profession: Hunter or Poisoner

I have taken a wound lady.

Hajar shows his damaged arm and torso to Leyli.


Assume between a Druid, alchemist, and Wizard someone knows how to get the poison. We will revisit the details later. IE what kind, how much, what its worth.

You should all have the map. Let me know what you are going to do once you get to the monastary.


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 watches the venom harvest with some distaste. Growing up in Katapesh, he knew the stalls in the dark market that would pay for such a substance. He shuddered a bit to think of the poisonous substance and its effects on a person.

Hajar turns away and walks the dusty trail towards the abandoned monastery

I think A1 first, probably the only way to enter .

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Nemaides was perched on Raj's shoulder and alerted him to Hajar's apparent dislike for the proceedings. Raj glanced over, and then returned to the delicate work of removing the poison sack without puncturing it. Cheer up Hajar, even if the poison is used for wickedness, the wickedness would happen with or without this particular batch of venom. Seeing as we're in the business of doing good things, we might as well take the wicked's cash and use it to further our more constructive purposes

Adding one flask (probably more than one dose, since a dose could fit in a vial) of Giant Scorpion Venom to Raj's inventory. We can sell it and split the cash later, unless someone wants to use it. That should probably detract from their gold share, but we can deal with that later.

@GM: How much XP should we add from the Pugwampi incident to the scorpion?

Upon arriving at the monastery, Raj looks critically at the two openings in the wall, presumably where doors once stood. Curious, he examines the openings and looks for debris to try an determine whether the doors have simply worn away or if they were broken down.

KnowledgeEngineering: 1d20 + 4 ⇒ (17) + 4 = 21

A history check about this place and the guy who built it, and why it was left.

KnowledgeHistory: 1d20 + 8 ⇒ (18) + 8 = 26


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

Hamzah will draw the tiger and Hajar together (anyone else wounded as well). He will bathe them in Sarenrae's grace.

Channel Energy:1d6 ⇒ 2
Channel Energy:1d6 ⇒ 3


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

Hamzah shakes his head at Raj, "I will not take coin from your sale of poison to evil men. Poison is a slow and painful way of killing. The Dawnflower would not smile were I to gain wealth selling poison to those that would use it for evil purpose. Those that can sleep knowing what will be done with the poison may share in its wealth. I want to be well rested."

It is usually Craft: Alchemy for poison creation. I use Craft Alchemy for poison harvesting as well.Heal is for treating poison. Survival or Knowledge Nature I allow to determine what plant, animal, or vermin poison is. Survival I allow for flavor, but by the rules it is Knowledge Nature. But not how to harvest or prepare poison. Whatever you decide, I'll go with Dave. I respect the DM's decisions.


i could try to scout out ahead if you wanted.


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

Hamzah nods at Grim, "You and Akim scout the surroundings. I do not wish you to go alone Grim. It is dangerous in the desert."


works for me he replied


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...

Hajar looks confused when Raj speaks to him. Good master Raj, the means never justify the ends. No amount of good can justify evil deeds. I care not for your poison, use it against the unthinking monsters of the desert if you must. But do not expect me to condone or appreciate your actions. With that, Hajar continues on his path.

As we arrive near the monastery...

Hajar gives Grim a soldierly nod. Yes my friend, a good assessment of the surroundings would be most beneficial. Al-Akim knows the desert as well.


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;

"You have my thanks for taking care of my loyal companion."


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

Hamzah smiles at Leyli, "Your companion fights with us. I would be remiss were I not to care for it. He fights for our cause."

"When Grim and Akim have returned, we will know where best to enter."


Hajar: By looking at the outside of the Temple you can not gather any information yet.

Raj: You can tell from your knowledge of engineering that the holes in the walls were do to forced entry from the outside years ago.
You remember reading on a temple outside of Kelmarane being attacked by cult from Kelmarane and put all the monks inside to death.

Grim and Al-Akim: You scout ahead using the natural surroundings for cover. You see no guards but you move slowly and carefully for safety.
Scrub brush and a light, patchy carpet of weeds invade the monastery through two huge fallen sections of the western wall. The exposed nave beyond is a huge hallway littered with bits of debris ranging from tiny rocks to enormous sections of collapsed masonry. Most of the roof above the long promenade is gone, but several jagged pillars remain.
You both see tracks leading back and fort from here to the direction of A2.

(Survival Check to see what made the tracks.)


survival: 1d20 + 1 ⇒ (7) + 1 = 8

grim is taking 10 on stealth

i have no idea what made those tracks, but i am confident i can get closer to that section of the monastery undetected. he says to his partner


Grim scouts on ahead sticking to the shadows of the wall cast by the afternoon sun.

Grim:
You scout on ahead and enter area A1a This debri-laden chamber once held a shrine and wooden altar, but all of that has been destroyed years ago. The ceiling here has remained intact over the years, helping to preserve a huge bas-relief statue of a muscular humanoid man with a pointy beard gesturing toward a huge mountain in the background, his face a picture of mortal concern. (Knoledge Local Check, Knowledge Religion check) Let me know if you continue on or report back. So far you see no signs of guards or life.


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

rolls for Naziri
survival: 1d20 + 6 ⇒ (12) + 6 = 18
stealth: 1d20 + 4 ⇒ (12) + 4 = 16
perception: 1d20 + 6 ⇒ (11) + 6 = 17

Al-Akim pauses for a moment over the tracks, and studies them carefully. Whispering to Grim he shares what he has discerned...

The dark skinned man then drops back into the shadows and scrub, finding ways to conceal his approach. Keeping his eyes and ears open, Al-Akim listens for the noises of the desert and anything that doesn't fit their pattern.


Al-Akim:
The tracks are from Pugwampi and perhaps baboons. We will have you go in the opposite direction of Grim.You use the shadows to move into A13. This large but plain interior hallway leads to the various chambers of the monastery's southern wing. A weatherworn statue of a winged woman stands in the middle of the hall. (knowledge Religion) You look up to see enormous hole in the ceiling here you do not take notice of anything else. Areas A16, A17, A18 have no doors. Area A15 has a door that is partially open and in area A14 the door is closed.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Looks as if someone blasted the holes in these walls; hopefully whatever did that is long gone. If memory serves, I seem to recall reading about a Sarenian temple near Kelmarane that was overrun by some cult; this is a monastery, but I doubt there's a whole temple separate from it near here, so this is probably it. Hajar? How are you for detecting undead? If the cult is gone now its probably safe to assume there's at least a couple of 'em crawling around to make sure the place stays desecrated.


Kn local: 1d20 + 7 ⇒ (10) + 7 = 17

Yes but he is going to be extra carefull heading to A2


Grim:
You can determine that the mountain depicted is is the pale mountain largest of the Brazen Peaks and the site of many fell legends.A short set of wide ceremonial steps leads down to a cavernous chapel in which the congregants would gather for sermons in happier times. The vibrant orange and red starburst of Sarenarae still stands behind a film of rusted rainwater and dirt along the north wall overlooking the collapsed altar. Between the stairs and the altar stand dozens of old marble benches, many overturned and even more broken into two or more pieces. A wide walkway bisects the pews, leading directly to the raised altar. Here and there a few clumps of the original red carpet along this thoroughfare hang on against rot and neglect.
Above the center of the chaple, dangling about ten feet from the floor, hangs a cluster of gnoll skulls in various stages of decay. Strung together like a ghoulish candelabra of twine and bone, the boulder-sized ornament hangs from the wooden rafters about twenty fee above the ground.

You notice that the ceiling rafters in the southeast portion of the chapel upper works have been papered over like a wasp's nest in an interwoven mish-mash of soiled tapestries, tablecloths, altar runners, and other bits of salvaged cloth, creating sort of a hanging tent in the rafters above. You have that sensation of something troubling getting ready to happen like when you were around the Pugwampi last.

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