Lucendar's Legacy of Fire PbP

Game Master Lucendar


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Round 3
Move action: Flaming Sphere goes to K12. Gnoll there needs a reflex save at DC 16 or takes 3d6 + 1 ⇒ (2, 2, 1) + 1 = 6 fire damage.

Standard action: Cast Grease on the demon's halberd. The demon needs to make a DC 15 reflex save or it drops its weapon.


male Human Cleric 5

Seeing Quzman on the floor, again Bahiyy channels Abadar's healing energy (excluding gnoll and demon).

2d6 ⇒ (3, 6) = 9


Gnoll Save: 1d20 ⇒ 3...gnoll gets burned but does not die!
Kezurkian Save: 1d20 + 7 ⇒ (12) + 7 = 19


Kezurkian looks around the area, "Good little gauntlet, you have formed here, insect. The mage and priest picking off my allies and healing, while you have me pinned. We'll see about that!""

The demon swings his halberd at Eli, cutting him severely (16 pts of damage).

1d20 + 9 ⇒ (17) + 9 = 26...Fort Save please Eli..

Kezurkian then nimbly feints a high swing at Jarva, causing him to reflexively duck, at which time the creature leaps over Jarva and rolls past all the swings of Brebork, Eli, and Jarva and lands right in front of Bahiyy!

Acrobatics Check #1: 1d20 + 12 ⇒ (16) + 12 = 28 to N13
Acrobatics Check #2: 1d20 + 12 ⇒ (13) + 12 = 25 to O14
Acrobatics Check #3: 1d20 + 12 ⇒ (2) + 12 = 14 to P14
Acrobatics Check #4: 1d20 + 12 ⇒ (18) + 12 = 30 to Q14


The first gnoll moves to M12 and attempts to strike Eli but misses.

1d20 + 1 ⇒ (11) + 1 = 12

The second gnoll 5' steps to L11 and strikes the prone but now conscious Quzman, his axe head burying itself in Quzman's chest, sending him back to death's door (-6 hps).

1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Brebork attempts to skewer the gnoll that just attacked Eli, decapitating him as well!

Attack: 1d20 + 5 ⇒ (14) + 5 = 19; Damage: 1d8 + 5 ⇒ (8) + 5 = 13


Round 4 Posting a little early because I expect to be away until late tonight.

Spoiler:

If conditions haven't changed, Dumah will use a move action to move the Flaming Sphere at the gnoll currently in L12, one that is unwounded. After this strike, the sphere winks out of existance with the expiration of the spell.

Reflex DC 16 needed, potential damage 3d6 + 1 ⇒ (3, 4, 3) + 1 = 11.

Standard action. Defensively invoke force missile, targeting the wounded gnoll currently at K12. It is a spell-like ability, so it is eligible for AoO unless he is defensive.

Concentration DC 17 1d20 + 7 ⇒ (16) + 7 = 23.
Potential damage 1d4 + 1 ⇒ (3) + 1 = 4.

If actions before his next turn make one of these make no sense, please adapt them. Thanks!


Initiative Round 4
Jarva: 18
Boar: 18 (18/18)
Dumah: 15
Bahiyy: 15
Eli: 14 (7/23)
Kezurkian: 6
Quzman: 5 (-6/30)
Gnolls: 5
Brebork: 5

Updated Combat Map

I may be off by a square on the sphere, not that it matters. Last round of sphere btw!


Dumah wrote:

Round 4 Posting a little early because I expect to be away until late tonight.

** spoiler omitted **

Demon threatens you now!


The_Gnoll_DM wrote:
Dumah wrote:

Round 4 Posting a little early because I expect to be away until late tonight.

** spoiler omitted **
Demon threatens you now!

I understand, and that's why I went with the defensive casting to avoid an AoO. But I am still concentrating on the gnolls because, frankly, I'm not sure what I can do to hurt this thing. I have to rely on my allies to bring it down. Though, Dumah does nervously rub two fingers together to make sure he can still feel the enchantment of his mage armor... Screaming like a girl and running wouldn't accomplish much, and Dumah is barely too cool and collected to do that.


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

FOR Save 1d20 ⇒ 13

Eli whirls around and chases after the demon, "See how he fears us, let the demon have it." With a fierce thrust he trys to keep the creature off of the wizard.

Round 4 action:
Move to P15
Rnd 5 Inspire Courage
Flank, Fighting Defensive, bless, Inspire Courage, shield of faith
AC 19
Attack
1d20 + 7 ⇒ (12) + 7 = 19
Damage 1d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8


Jarva follows the demon, attempting to slice it in two with his scimitar.

Attack 1d20 + 6 ⇒ (9) + 6 = 15

Not sure if I can add a flank bonus to this attack. If so, add 2 to the to hit result.


Bahiyy would have received AoO against demon for that Acrobatics roll of 14; Attack: 1d20 + 7 ⇒ (2) + 7 = 9; Miss...no biggie then!

Jarva moves to Q15 and flanks the demon with Bahiyy, but the demon blocks his scimitar blade.

The boar steps to M11 over Quzman's body and attempts to gore the gnoll: Attack: 1d20 + 4 ⇒ (7) + 4 = 11; Miss...


Gnoll Save vs. Flaming Sphere 1d20 ⇒ 10; Fails...dies in a burst of flame, as the sphere disappears!

Dumah steps to R12 and casts a force missile at the demon. Kezurkian sees the missile strike him and he laughs..."Petty magics, mortals!"

Caster Level check:1d20 + 3 ⇒ (2) + 3 = 5

Bahiyy, you're up!


Eli Wynnstock wrote:
FOR Save 1d20

Before he can attack, Eli feels chills and a fever come on instantly, as the grime and disease on the halberd's blade get into his bloodstream. He feels himself burning up, his heart racing, and great pain in his abdoment, which causes him to fall down and start dying, in his current wounded condition. Kezurkian smiles, as the bard's inspiring song ends, as he looks with much contempt at Bahiyy!

Lose 1d6 ⇒ 5 points of Con; ouch, that's 3 hps per level, dropping him to -2 hit points! Tide of battle has turned!


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

Eli trys to turn and chase after the demon but a a wave of nuasea overwhelms him and he collapses, emptying his breakfeast onto the dusty floor.

5 Con Dmg: -2 on FOR Saves
Current HP: -2
Stabalize roll
1d20 - 2 ⇒ (17) - 2 = 15 STABALIZED in rnd 5


male Human Cleric 5

Knowing he needs as many up as possible, and with Quzman injured and Eli dying, Bahiyy channels another wave of energy, excluding demon and gnoll and goes defensive. White light engulfs the area, as he calls forth Abadar's blessing, and the wounds of his friends close again.

5ft step to R14 to enable better flanking after channeling
I guess the demon is not summoned, would be nice though.
2d6 ⇒ (5, 2) = 7


No more gnolls, all dead, just all of you and demon. And not summoned, he was called...on speed dial...lol..

After Bahiyy's healing, Eli (5 hps) and Quzman (1 hp) both awaken. Ei gets up and picks up his weapon.

Kezurkian looks at Bahiyy, who hears in his mind, "Yes, you are the one I shall kill first and then we shall see who heals you!" The demon, still bleeding, steps to Q13 and imbeds his halberd in Bahiyy's chest. The cleric has never felt such pain, looks at the blade and then rolls his eyes, as he collapses to the floor (took 41 pts of damage!...you got lucky because die roller rolled bad; it's x3 on halberd!).

Attack: 1d20 + 9 ⇒ (20) + 9 = 29;
Confirmation roll: 1d20 + 9 ⇒ (13) + 9 = 22


Content that the priest of Bahiyy was down, Kezurkian now focuses his attention on Dumah and takes his second swing with the halberd at the wizard. The blade penetrates the wizard's mage armor spell like butter and cuts the mage deeply (inflicting 17 points of damage!). He then attempts to gore the wizard but misses.

2nd attack with halberd: 1d20 + 4 ⇒ (19) + 4 = 23
Gore: 1d20 + 2 ⇒ (5) + 2 = 7
Fort Save Dumah!

Kezurkian then laughs, "Where are your brave words now, insects? I am a schir demon, pray for mercy, but know you shall receive none!"


Quzman with 1 hp, feverish and delirious, wants to lay down and just die. But when he sees Bahiyy and Dumah getting sliced up, the courage in him will not let him give up on his friends! He gets up and picks up his aligned weapon, though he can barely stand, as he spits up blood.

Brebork realizes that his spear will not win the fight and he retreats to M9, where he channels energy. (He does not have selective channeling so he did not want to heal the demon).

Quzman and Eli both receive 1d6 ⇒ 1 hit point.


Initiative Round 5

Jarva: 18
Boar: 18 (18/18)
Dumah: 15 (7/24)
Bahiyy: 15 (-7 hps)
Eli: 14 (6/14)
Kezurkian: 6
Quzman: 5 (2/27)
Brebork: 5

Updated Combat Map


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

Bahiyy and Brebork's healing turns Eli away from the light and he awakens laying weak upon the dirty mill floor. Pulling himself up he hoists Tempest high and prepares to defend himself from the demons next assult. With deft hands he pull a vial from his pocket and removes the topper with his teeth. Spitting the cork at the demon he downs the potion feeling the cooling effect of the healing flood through his body. "We are not done yet hell spawn!"

Stand up and go on full defensive, shiled of faith AC: 21; Drink Potion of cure moderate wounds 2d8 + 2 ⇒ (3, 6) + 2 = 11
Current HP: 17/23


Eli, since you lost 5 pts of Con, your max hps are now 14 not 23! So if you want to rethink the potion idea, feel free to do so.


Fort Save 1d20 + 3 ⇒ (6) + 3 = 9


Lose 1d6 ⇒ 3 points of Con! Lose 6 hps, leaving Dumah with 1 hp!


male Human Cleric 5

Was bahiyy in Brebor's channeling area?
Otherwise roll to stabilize - you do it with d20, or?


Bahiyy al Din wrote:

Was bahiyy in Brebor's channeling area?

Otherwise roll to stabilize - you do it with d20, or?

Bahiyy, need 2 rolls, first a fort save for the disease and then to stabilize (it's a d20).


male Human Cleric 5

Looks like the death of Bahiyy.....
1d20 + 7 ⇒ (5) + 7 = 12
Stabilize:1d20 ⇒ 12


Bahiyy loses 1d6 ⇒ 2 points of Con; lose 3 hps, drop to -10 and you die at -12.


Jarva moves to close in on the demon and silently swings his scimitar at it yet again.

Attack 1d20 + 6 ⇒ (18) + 6 = 24

Possible critical confirmation 1d20 + 6 ⇒ (1) + 6 = 7

Damage 1d6 + 3 ⇒ (2) + 3 = 5

Also not sure if the aligned weapon carries any extra damage bonus, or if it just passes his DR.


No, the blade just passes DR

Jarva cuts the demon and he is now bleeding profusely and close to death. Kerzurkian's bravado all but disappears, as he looks worried at the 5 wounded warriors + boar still facing him.


The boar moves up to attack the demon but he easily sidesteps its gore.

1d20 + 4 ⇒ (4) + 4 = 8

Dumah, you're up. Also Eli, need confirmation if you drink the potion or do something else.


Staggering from the massive blow of the halberd, the wizard barely manages to keep his feet. Dumah's hand slides into one of his many pockets, producing a small vial. With his other hand he gestures toward the demon. Calling on the power of his special ring, he recalls the knowledge of a spell from his grimoire, one he's hoping will breach the monster's defenses when his lesser magic wouldn't.

Move: Ready potion of cure moderate wounds.
Standard: Use bonded object to cast magic missiles.

Damage if it makes it past SR 2d4 + 3 ⇒ (2, 4) + 3 = 9


I will assume a 5' step to avoid the AoO. Dumah could have rolled the SR check but since he didn't, I'll do it

Caster level check: 1d20 + 3 ⇒ (5) + 3 = 8

Dumah recalls the spell and the missiles fly unerringly toward Kezurkian, but he raises his hand and they are absorbed harmlesly.


Sorry, I wasn't sure who made the roll, the attacker or the defender for that. And thank you, I meant to add a 5' step to S12.


EDIT: Well, actually, Eli's only possible actions were get up and pick up Tempest and he had no actions left to take out or drink potion...

Kezurkian looks around and sees too many enemies around....so he decides to remedy that by attacking the closest and most dangerous foe, Jarva!

He swings with his halberd and decapitates the poor druid! His lifeless corpse falls to the floor and the scimitar falls to the ground.

1d20 + 9 ⇒ (20) + 9 = 29...uh oh...possible critical!
1d20 + 9 ⇒ (12) + 9 = 21....confirmed....
Damage: 3d10 + 33 ⇒ (6, 10, 3) + 33 = 52....sorry, going by die rolls!

He then takes a step toward Dumah and swings at him with his halberd and then his horns, but the mage avoids both blows easily.

Halberd: 1d20 + 4 ⇒ (6) + 4 = 10
Gore: 1d20 + 2 ⇒ (1) + 2 = 3


Brebork, in shock, at what happened cannot let another teammate die so he moves 10' closer, prays to Sarenrae, and stops Bahiyy from dying. Stablize spell


Initiative Round 6

Boar: 18 (18/18)
Dumah: 15 (1/24)
Bahiyy: 15 (stable at -10 hps)
Eli: 14 (6/14)
Kezurkian: 6
Quzman: 5 (16/27)
Brebork: 5

Updated Combat Map


The boar follows its commander's last command and attempts to gore the demon but misses.

1d20 + 4 ⇒ (3) + 4 = 7

Kezurkian looks at the party's shock and says in their minds, "2 down, 4 to go!"


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

Quzman sees another of his teammates fall screams out, "NO!! You foul spawn. Begone!" Quzman watches the beast as he moves about the battle field to try and gain a beneficial position with his teammate Dumah as he takes the enchanted scimitar in both hands.

He moves down to R12.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

Oh...maybe a critical!

Confirm: 1d20 + 9 ⇒ (19) + 9 = 28
Crit Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Nice of you to come in, Quzman! This was your Round 5 action because I skipped you!

Quzman moves in and with all his strength, plunges the aligned scimitar deep into the demon's chest so hard it comes out the other side of his body! Kezurkian looks down in disbelief at the blade, murmurs, "I killed you twice already..." and falls to the floor lifeless with a loud thud, losing the grip on the halberd.


Dumah stoops down, carefully working the potion of CMW down Bahiyy's throat. 2d8 + 3 ⇒ (5, 1) + 3 = 9 healing.

He'll follow it with a CLW potion. 1d8 + 1 ⇒ (4) + 1 = 5


Brebork channels energy 3 times (3d6 ⇒ (2, 2, 4) = 8) and then says a short prayer for Jarva's soul, as tears run down his eyes.


Dumah turns away from the fallen, swallowing hard to conceal emotions. He goes to the remains of the defeated enemies, ensures they are indeed dead, and checks them for anything that may be of use in our ongoing campaign against them.


Dumah, who feels feverish, finds among the gnolls:
4 longbows, 4 battleaxes, 4 suits of leather amor (with scorch marks), 4 light shields, 60 arrows, and 20 gp. On the demon, it seems his only possession was the halberd.

Heal check: 1d20 + 7 ⇒ (15) + 7 = 22

While taking a look at each of you, Brebork surmises that the 4 living party members have been infected with Demon Fever, a malady once discussed at the Temple of Sarenrae. It is said to be very deadly, withering your body day by day till you die. He tells you it is very hard to cure without magical means, but that he will pray to Sarenrae for guidance the following dawn.


As DM, I have to ask what you do with Jarva's possessions:
Bag of Tricks (Rust)
Leather Armor, 15 lbs., 10 gp.
Light Wooden Shield 5 lbs., 3 gp.
Scimitar 4 lbs., 15 gp.
Backpack 2 lbs., 2 gp.
Waterskin 4 lbs., 1 gp.
Belt Pouch .5 lbs., 1 gp.
3 day's rations 3 lbs., 1.5 gp.
Oil flask 1 lb., 1 sp.
Holly & Mistletoe -
5 tindertwigs -, 5 gp.
Bedroll 5 lbs, 1 sp.
Fish hook -, 1 sp.
Hemp Rope 50' 10 lbs., 1 gp.
2 Scroll cases 1 lb., 2 gp.
Potions: Cure Light Wounds (x2), Cure Moderate Wounds (x3), Delay Poison (x4), Lesser Restoration (x4)

What now?


With this being the desert, I would think we would do the practical thing and take the magic items. I would defer, though, to Quzman whose traditions are probably closer to Jarva's than Dumah's, his having been raised in a cloistered city life.


male Human Cleric 5

Bahiyy wakes up, shaking from the fever, "what happened, I saw the light, and now I am back, is everything," he looks around seeing the dead gnolls and demon, being relieved that the fight is over. Then noticing the motionless body of Jarva on the floor, "NO!" he shouts, "no, it is not true, he is not," crawling over to him he sees his head lying at the side, "no," is his final
whisper. "I failed," he adds, "I was supposed to keep you alive, and I falied." he mutters more to himself. He sees the others, wounded, and knows they must stay alive. Whatever comes, he mmust bring them back, alive, so he takes the holy symbol of Abadar the princess has given him, and cleans it from all the blood and dirt. Then he channels energy, to heal all of them making sure everyone is in the area. After that he sits there silently, contemplating what he knew about Jarva, and it was not much. He sighs, stands up,we should be heading back." He says, "we won't manage to fight another group of gnolls. They might be alarmed should we come back, but they lost their leader." He shrugs, wipes away a tear, and will help to get Jarva's body ready to take him back.

Channel energy 2x: 4d6 ⇒ (1, 5, 4, 4) = 14


They have lost their champion, but not their leader. Their leader still resides within, wielding a greataxe that is counterpart to Eli's Tempest. But until we are able to shake the effects of this Demon Fevor, we should retreat.

Dumah pauses before raising this next suggestion... Gentlemen, what do you say we burn this mill down? It may serve to mask the conflict here. Our only immediate neighbor is the harpy, who I don't think would share anything she witnessed. That may leave the gnolls wary but questioning, rather than certain that skilled foes are upon them.

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