Lucendar's Legacy of Fire PbP

Game Master Lucendar


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Brebork wrote:

As he falls, he calls out one more time to his fellow combatants...

Take him out boys, take out the bastard!"

You didn't fall, forgot about orc ferocity...you fall at the end of your next round, unless you heal yourself


Jarva's actions will come after Eli's. I'm gonna have to try and make things crazy for a bit. Might be our only chance to survive this, if we can regroup.

Jarva looks around the battlefield, trying to focus his mind on the locations of all the moving parts. He then casts a spell, and fog billows out in every direction from his outstretched hand. He then reaches into his pouch and draws one of the potions Eli had given him earlier.

Jarva casts Obscuring Mist. It will last for a minute. All kinds of madness should ensue with concealment and all that good stuff. I am pulling the potion of Cure MOderate Wounds to take next round.


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

With grim determination Eli stabs at the villain again. "Take that you fatherless son of camel!"

Attack Roll with flank 1d20 + 6 ⇒ (12) + 6 = 18
Damage Roll with sneak attack 1d6 - 1 + 1d6 ⇒ (5) - 1 + (5) = 9


Unfortunately for Eli, the Bandit had stepped out of the flank, so no +2 and Eli's swing misses, scratching the chain shirt but not penetrating it.

Jarva's spell then creates in a 20' radius around him, a misty vapor that obscures all sight more than 5' away. He then pulls his potion out.


Round 8
17 Brebork (B43, -1 hp, disabled)
16 Bandit (A39, Full-6)
12 Jarva (C39, 1 hp)
11 Dumah (a34, -3 hps, stable)
10 Archers (sleeping at F22 and F23)
9 Eli (A40, full hp)
4 Quzman (prone at B43, stable at -2 hps)

Brebork is up!


The suspense is killing me! Well, that and the arrows punched through my organs.


Male Half-Orc Cleric 2

Brebork, barely standing in the fog, and on the brink of collapse, bends down and scrambles to find the potion on Quzman. He grabs the vial and downs it.
Cure Light Wounds (assuming caster level 1 - unless DM specifies otherwise) 1d8 + 1 ⇒ (6) + 1 = 7 leaving him with 6hp!

Brebork finds the drink both refreshing and zesty - nothing like the inferno he usually associates with this kind of magic. Much relieved from the healing, he looks around to see what else he can do.

If, after being revived he is still allowed a move action:

I'm coming after you, whoresson! , he threatens in the fog, but he make his way as fast as he can to Dumah instead.

Perception in the fog (if needed) 1d20 + 3 ⇒ (3) + 3 = 6
I assume Brebotk does not know that Dumah is in stable condition.


Brebork wrote:
Brebork finds the drink both refreshing and zesty - nothing like the inferno he usually associates with this kind of magic. Much relieved from the healing, he looks around to see what else he can do.

No other actions. Finding potion was move action, drinking it was standard. And you do not know if Dumah is stable or not.


Perception Check DC 10 for Eli:
You hear the Bandit mumble to himself "The hell with this!" and he heads west into the mist, where you lose sight of him.No attack of opportunity because he has concealment

Eli and Jarva are up!


Jarva chugs the Cure Moderate Wounds potion. Not knowing Brebork was moving toward Dumah, Jarva silently heads in the direction of the mage, planning on giving him the cure light wounds potion he had remaining.

DM would you roll the dice for me? I am at work and don't remember the healing exactly. Thanks.


Sure 2d8 + 3 ⇒ (7, 2) + 3 = 12

Jarva drinks his potion and all of his wounds magically heal! Perception check Jarva when you have a chance


hp 55/55 AC: 26/17/21 F +5 R +11 W +6 {+4 vs bards/sonic/lang; +1 vs traps} Initiative + 4; Perception +9

Perception Check 1d20 + 5 ⇒ (3) + 5 = 8

Eli stabs forcefully into the fog trying to skewer the archer before he the mists clear and he has the opportunity to take another shot.

Attack Roll 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll 1d6 - 1 ⇒ (2) - 1 = 1 Sneak Attack Damage if applies 1d6 ⇒ 1


Unfortunately, Eli's swing hits nothing but mist. Move action?

Round 9
17 Brebork (B43, 6 hps)
16 Bandit (?, Full-6)
12 Jarva (C34, 13 hp)
11 Dumah (a34, -3 hps, stable)
10 Archers (sleeping at F22 and F23)
9 Eli (A40, full hp)
4 Quzman (B43, stable at -2 hps)


Dumah wrote:
The suspense is killing me! Well, that and the arrows punched through my organs.

Sorry, this wasn't meant as a hint of condition; it was just meant as a bad joke.


No worries Dumah. You were closer so Jarva had planned on heading your way anyway. I was thinking Brebork might try to do the same to Quzman. He hopes to get everyone up and standing by the time the minute is over, as the archers will be up and at them as well.


Male Half-Orc Cleric 2

Free actions: "I'm coming after you punk!" calls Brebork, aiming his voice North and East - in a half-baked attempt to throw the Bandit off. "Jarva!". He calls in a hushed and urgent voice "Dumah"

Brebork realizes that Dumah needs assistance right away, but he also knows that Jarva was holding most of the remaining potions. He needs to know it is being taken care of before acting.

Perception 1d20 + 3 ⇒ (20) + 3 = 23 just in case it is needed


Male Half-Orc Cleric 2

Brebork decides to stay put and trust in Jarva's judgement. He withholds his standard action until later in the round.


Brebork wrote:
Perception 1d20+3 just in case it is needed

You're in the mist, you know, as it was a 20' radius, so you're not seeing in there


Male Half-Orc Cleric 2

I thought he might hear something. I am thinking that if Brebork waits for the Bandit to move, the villain will be out of range in time to channel positive energy and heal Quzman (without healing the Bandit too). It's confusing in the fog


For Brebork:
You hear movement near the top of the stairs, toward where Dumah fell

Jarva and Eli next; still need that Perception check from you Jarva


Male Half-Orc Cleric 2

Brebork takes a risk again...not knowing where the Bandit is. He moves to A41 (maybe he sees ELI) and there he begins to silently pray, the familiar hot glow of Sarenrae's healing energy fills the misty space.

1d6 ⇒ 6 Quzman is now at 4. Brebork is at 10. Jarva and Dumah should be in range to receive the blessing as well. Jarva is at full and Dumah is at 3. The bandit...well who knows?...


30' radius for channel energy, correct? So you have to move to A39 to reach Dumah


Male Half-Orc Cleric 2

OK A39. I just realized that if Jarva hasn't moved yet..then it must be the Bandit at the top of the stairs...this is nerve-racking!


Eli moves to A35, clearing the mist, and looks around for the Bandit, just in time to see him wave bye and run out the monastery at a23.

1d20 + 5 ⇒ (14) + 5 = 19

Eli screams, "The bastard is making a run for it! Do we chase him?"


Perception 1d20 + 7 ⇒ (4) + 7 = 11

Got some family in for a bit. I'll be away for a few hours. My intention is to heal Dumah, if he is not up yet.


Male Half-Orc Cleric 2

Eli, try to see where he is going! Jarva, give the wizard some potion! He should be up, but I think he may need more. Dumah, Quzman speak up, mates! How are you faring?


Coming conscious with the healing positive energy, Dumah will call out The archers! We need to dispatch them! Eli, make sure he's not getting at our mounts! We can go after him once we have Quzman's tracking abilities at our disposal. Where is April? Dumah will pick up his club and run back to where the dozing archers are.


Dumah can get up as a move action and pick up his club on his round. Same with Quzman, if he likes. They both have multiple arrows in them.

Round 10
17 Brebork (A39, 6 hps)
16 Bandit (?, Full-6)
12 Jarva (a35, full)
11 Dumah (a34, 3 hps)
10 Archers (sleeping at F22 and F23)
9 Eli (A35, full hp)
4 Quzman (B43, 4 hps)

Brebork is up!


Male Half-Orc Cleric 2

With the mists in the air it's really getting to be like a sauna in here as another wave of divine heat radiates through everyone in range, once again.

1d6 ⇒ 4 Dumah is now at 7, Quzman at 8, Brebork at full. I think that is the 4th out of 7 charges for the day.

Where Dumah, where are the archers? Brebork moves to wherever Dumah directs him.


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

Question, is Quzman still deafened, and as such, does he know anything other than he's woken up in a foggy mist? Depending on such, he would respond differently. Thanks.


Yep, still deaf


Seeing or more likely hearing that some of the team is up and ready, Jarva yells to them. "Be prepared!" After saying that, he voluntarily dismisses his spell, and the mists vanish.


Dumah is pointing with his club in the direction he's heading, toward the archers. I believe round 9 was Dumah scrambling to his feet, club in hand and regaining his bearings after having been out. That means round 10 he will be running toward the sleeping archers.

Spell update for DM:

Spoiler:
Sleep cast, Mage Armor cast and active, Bonded Item Spell used (for Sleep, disrupted and lost). 0 of 7 force missiles used, no cantrips used.


HP 63/63; AC: 25(23)/15/21(19); F+7/R+9/W+4; Init: +3 (+5); Percep: +11 (+13)

"What the blazes is happening? Priest, I can feel your lady's holy radiance healing me, but I can't see a thing in this cloud. I feel much better now, but still can not hear anything other than this infernal ringing in my ears from that lecher's thundering attack. Can anyone help me out of this haze?"

Quzman feels around to pick up his scimitar, and stands up trying to see if he can get any bearing from the pews or room that maybe in sight or touching distance.


Dumah reaches the sleeping archers who are snoring, with a double move.

Quzman gathers his surroundings, as the mist disappears.

Eli double moves to the entrance from where the Bandit ran out and makes a Perception check: 1d20 + 5 ⇒ (11) + 5 = 16 but cannot seem to locate the Bandit. He calls out, "April, April, come out, the bad man has left!"


We can go out of round time now, as the Bandit is gone and the girl is safe. Question is what are you going to do with archers? They still have 2 rounds on their sleep spell. Then, what? RP it out.


Male

Holy cr@p ... That was almost a complete party wipeout :P
Great that the rest made it out alive .. I'm cooking up a new character. Should be finished today/tonight.


Jarva follows Duham to the sleeping archers. "Let's get these weapons, uh, out of their hands. Maybe they can tell us more about their boss."


Male Half-Orc Cleric 2

Brebork helps disarming the first of the two archers.

Let us not squander the shining blessings of our lady Dawnflower. We have plenty of work to ! Eli has gone to look for April. Who will join him and look to the animals as well? Jarva maybe? You can look for signs of the enemy outside..you are good at that reading those things. I think we should secure our position and then interrogate these men (women?). It appears that Quzman is deaf as a doornail for the moment. I suggest he stays with us here for the moment. What say you?

Does anyone have rope to bind them? He also signals for some rope to Quzman.


Within a few seconds, April appears from her hiding place and runs into Eli's arms, crying "Take me to daddy please!" He carries her back to the monastery.

You disarm the archers and while you get the rope, they awaken, but seeing they are leaderless and unarmed, they cringe in fear.


"We aren't here to hurt you, necessarily. But, you've gonna have to answer some, you know questions for us about your boss." He nods toward Eli and Brebork, knowing they were better for the job of information extracting.

After his initial introduction, he casts Detect Magic, looking at everything left on the corpses in the temple.


Both archers scream in unison "We know nothing, we swear! Let us live!"

Jarva's spell detects one magical aura coming from the Chapel. It comes from the dagger that Zedric was wielding.


Male Half-Orc Cleric 2

" You boys will sit tight here until I am ready to question you. Sometimes you know more than you think."

Brebork winks at them - looking particularily menacing as he does.
Intimidate with Touch of Glory 1d20 + 9 ⇒ (15) + 9 = 24

With the binding of the captives completed , Brebork will check to see if April is at all hurt.
Brebork also channels once again to top up Quzman and Dumah and anyone else in range.
1d6 ⇒ 4 Everyone is at full HP now. You can never be too healthy. That's channel #5 of 7
Brebork also checks everyone out, making sure everyone is ok. Brebork should still be Touched by Glory, but he will dress up Eli as well. That's 2 out of 6 Touches of Glory used - to assist us in the interrogation. If anyone else wants ToG let Brebork know.

"April. We are going to take you to your Daddy as soon as we can, but first we have to make sure everyone is safe and sound. We may have to stay here and rest for the night. Do not be afraid. We will protect you. Once we have looked around here we shall prepare something for you to eat and you can tell Eli what happened after you were captured, OK?"

To the others:
"I do think we should question April and the archers in separate rooms" whispers Brebork. "I do not wish for her to see us interrogate the prisoners. It might frighten her, and she has been frightened enough already."

If any one has questions for April or the captives, please list them.
Intimidation time! (Keep it clean. No "enhanced techniques" please)


Jarva, with his eyes still glowing a hint of light magical blue, walks to the remains of the evil Zedric and takes the enchanted dagger. He looks upon the corpse of the ranger Kyra, and picks the magical mace off of her as well. It was a grim job, but his years of experience in the desert had taught him to leave nothing of use behind.

We can identify these later. I can't remember if we ever found out the magical mace's exact specifications, either.

Brebork, the Boss told us his general ideas. I was just wondering if the archers might know where the boss's headquarters were located, so me might be able to surprise him after returning the little girl.

After his collection of the items, Jarva walks outside to check on the animals as the priest had suggested. It would be an extremely long walk without the camels.


Male Half-Orc Cleric 2

Before we begin questioning we must also pay respects to our fallen comrades.

There so much to do. I do not have the time to role play it all...I must leave and return in a few hours ...


Quzman, can you bring our mounts up to this entrance so we can keep an eye on them?

Discreetly to Brebork:
We may want to take a little time to investigate the rest of this structure. We need to make sure that the Bandit has left nothing, or no one, else behind. Also, perhaps once we purge this region of the gnoll menace, we can return and have this reconsecrated.


Quzman finds the party's mounts at m3 where the party left them, with the exception of one camel. Camel tracks lead to the SW. He leads them back to the monastery's entrance.

With that Intimidate check from Brebork, one of the archers speaks up, as the rest of the party huddles up to discuss how to proceed. "Please, while you decide our fates, and so that there is no need for torture, we will tell you all we know. I am Samir and this is my brother Amir, and we are natives of Katapesh, ex-soldiers of the Guard, who were relieved of duty due to our drinking habits. With no money, we wandered the markets for work, as bodyguards, mercenaries, and such. It was there that we heard of an offer to join a caravan headed North into gnoll country. We heard the pay was good and we met and joined the 3 other men on the caravan. It turned out that the caravan master was none other than a man proclaiming himself to be the Bandit of Katapesh, an elusive criminal, as he seems to have proved here today. He told us that our days of poverty were gone, that he had a plan to kidnap a rich princess and get us a score of gems and gold in return. When 2 of our men protested, claiming that he was not the Bandit, he calmly shot each with an arrow in the chest in the blink of an eye and they both fell dead to the floor. After that, no one else questioned his identity. We made for this abandoned monastery where we were told that we had to wait for his contact in the princess' caravan. Early this morning, his contact, some man named Zedric, arrived with that little girl in tow. The Bandit was incensed as he said his rule was that he never harmed children and threatened to kill Zedric, but Zedric plead that he had been discovered poking around the princess' tent by some astrologer, whom he had to then kill. But then, he said, a group of mercenaries arrived (I assume it was you) and were about to discover that he was the killer and fearing he might be poisoned, he kidnapped the girl. The plan was then to lay an ambush for you and to force you to kidnap the princess for us. We were to lay low until we heard loud boom. But your friend's magic was too strong and we fell asleep. And here we are. We are not evil men, we obeyed the Bandit more out of fear than anything else. After seeing him kill those men, we had no choice. And we were not going to kill the princess, just sell her off to some of the Bandit's rich contacts. We don't know who he is or where he lives or who his contacts were. We saw the same thing you did: his eyes and eyebrows only. He made sure to keep his identity secret. That is our tale and I am sure the girl can back it up, she heard some stuff. We know nothing more and torture or threat of death will not secure any more information. So the question is, what are you going to do with us?"


Male Half-Orc Cleric 2

Brebork will gather the bodies of the deceased, prepare them for burial and set them aside. He wouldprefer to perform a proper ceremony at sunset. (when is that, anyway? - I assume it is too late to return home today)

Dumah wrote:
We may want to take a little time to investigate the rest of this structure. We need to make sure that the Bandit has left nothing, or no one, else behind. Also, perhaps once we purge this region of the gnoll menace, we can return and have this reconsecrated.

Of Course, Dumah. Consecration will be an undertaking too large for the moment. Shall we begin with this chapel? Let us see what we learn from the relics in this holy place? Then we can investigate the side corridors.

Brebork starts looking around the nave, suddenly agape in religious wonderment. With the action of the battle he must surely have missed most of the details.


Great minds think alike! Now you just ask your questions, if any, off my previous post

Issues to consider:

1. It is late around 5:30 pm and it was an 8 hour trip so you will have to spend the night and leave in the morning. Sunset is in about 45 mins, so you have time for your ceremony

2. Are you going to explore rest of the monastery and if so, where do you start?

3. What are you doing with dead bodies: archer, Zedric, and Kyra? Jarva and Quzman both tell you unattended corpses will attract scavengers and worse.

Perception check as you look through Chapel

EDIT: 900 posts...wow! Oh and another thing, 800 xp each for solving murder, saving April, and thwarting kidnap plot....you hear a trumpet sound in the background....welcome to 2nd level (should be 1350 xp each, if I am not mistaken)! Congrats! You can level your characters up but new spells will be available to you as of the next morning.


Sense Motive 1d20 + 3 ⇒ (7) + 3 = 10

Jarva listens closely to the archer's statements, trying to determine if they were truthful.

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