Lucendar's Legacy of Fire PbP

Game Master Lucendar


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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

"Sounds like a solid plan, Dumah. Let's go."


You enter the Church through the hole in the wall, looking out for any dangers. Thankfully, for now, the skeletons have not risen to smite you, but the morning is early. You can tell definitely that there was a big battle inside the church, by the broken weapons on the floor, shattered pews and benches, and scorch marks on the wall.

In the center of the church, stands a stairwell that leads down some 15 steps to a heavily barred metal door. A strange metal plate with a glowing series of irregularly etched lines mars the surface of the door, casting the stairs in a dull red illumination.

Through the windows of the Church to the west, you can see a cemetery outside with a beautiful statue of Sarenrae. The western door in the church leads out there. For the moment, you see no gnolls or other enemies hiding anywhere.


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

Quzman will draw his scimitar and move forward toward the front door. "Let's see what we can find out here quickly. I would like to make sure the gnolls do not get back to the monastery before us."

Perception: 1d20 + 7 ⇒ (7) + 7 = 14 (+2 for gnoll signs)
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Know (religion: to try and identify if any of the skeletons maybe undead): 1d20 + 2 ⇒ (1) + 2 = 3
Survival (to see if any recent tracks around): 1d20 + 7 ⇒ (19) + 7 = 26 (+2 for gnoll signs)

Edit: Ninja'd by the DM =p


Dumah will engage a Detect Magic as he approaches the church, concentrating on it as he scans around the battle scene and the first floor of the church, and regarding the door down below.

Does he recognize anything of value (and not just monetary value!)? Can he tell anything about the glowing symbol on the door?

Some rolls that may help or apply:

Spoiler:

Knowledge Arcana 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Engineering 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge History 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge Nobility 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge Planes 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge Religion 1d20 + 9 ⇒ (5) + 9 = 14
Perception 1d20 + 6 ⇒ (1) + 6 = 7


Quzman Garhani wrote:
Perception: 1d20+7 (+2 for gnoll signs)

For Quzman:
Oddly, you do not find any gnoll tracks anywhere inside the Church, despite the fact that there is a big hole in the wall leading in.

Dumah wrote:
Can he tell anything about the glowing symbol on the door?

For Dumah:
The weapons and armor you were destroyed either in the battle or rusted during the past 20 years, so you find nothing of value. As to the door, you do detect that powerful sealing magics were cast on it. You can also tell that part of the metal plate is missing.

DM

Spoiler:
Would Dumah be leaping to conclusions to say that the missing metal plate would unseal the door?


Dumah wrote:
DM ** spoiler omitted **

For Dumah:
That would be a rational and logical assumption.

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

"Hmm...that's odd. It does not appear that gnolls have been here in the recent past. Normally they would scavenge these bodies of anything of value, or just abuse them as part of a game, unless something is keeping them away."


Interesting observation, Quzman. There must be something they fear, or for some reason this place was labelled taboo.

Pointing at the door at the bottom of the stairs, Dumah clears his throat and says This door has been sealed by powerful magics. Though it pains me to say this, I do not have spells available to me that could overcome it at this time. However, take note of this portion here he says, pointing without touching it. There appears to be a metal plate missing here. I suspect that if we return with that metal plate we will be able to access whatever is below here. Until that time, I fear there is not much more we can do to explore this building.

Dumah will make sure everyone gets a good look at the outline where the missing plate goes, so that if anyone comes across it they would recognize its purpose.


Perception Checks please from everyone

DC 15:
Out of the corner of your eye, you catch some movement through one of the windows looking out on the cemetery. It appeared to be humanoid but you could not make out much detail, as it passed out of view.


Perception 1d20 + 6 ⇒ (15) + 6 = 21


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

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"Psst...there's something or someone out by the graveyard. Be on your guard." Quzman will make his way as silently as possible over to where he might be able to get a better view of whatever it was he saw.

Stealthy: 1d20 + 7 ⇒ (17) + 7 = 24


For Quzman:
Give me another Perception check. When you look out the window, you see the Statue of Sarenrae in the middle of the cemetery and maybe 30' away to the west, you see 5 statues of warriors about 10' apart.


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

Perception: 1d20 + 7 ⇒ (9) + 7 = 16 (+2 if it counts as desert out there)


For Quzman:
You see a human dressed in desert gear, trying to hide behind one of the statues.


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

Quzman will pause against the wall, and motion to Eli that there is "One" target outside and the area it is in as best he can using hand signals and miming the actions.

For DM::
What is the layout for the church for this? I see that the target is 30' away from the building, but is there a doorway nearby? Is the wall gone on this side? Just trying to get a mental picture before he can figure out how to tackle this one. Thanks.


Here is a rough map: Church map

The black is the church wall, intact. The violet are the windows and there is a door leading outside. The purple S are the five warrior statues. The 4 green S is the statue of Sarenrae, which is large. The H is the human hiding behind the statue. The red is the cemetery with gravestones.


Not trusting his stealth skills to match those of our desert warrior, Dumah stays where he is at and makes crude exaggerated gestures mimicking casting a spell. Then he'll put both hands together at one cheek and close his eyes. Finally he'll look at Quzman quizzically.


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

Quzman will nod at Dumah in agreement. He will again signal one target, and try his best to indicate that he is behind the indicated statue. He will grasp his scimitar tightly in anticipation of action, in case the mage's spell goes awry.


If Quzman's gestures are enough to help Dumah target, he'll cast Sleep from where he is at. If he has to move forward to be able to target it, here is a Stealth roll... 1d20 + 4 ⇒ (14) + 4 = 18

DC 15 Will Save.


Dumah's spell goes off as he sees the human behind the statue but it does not seem to affect him. The human narrows its eyes as it sees the wizard but makes no move.


Dumah will look at Quzman after the casting and shrug.


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

Quzman will shake his head at the results, but nod at Dumah in thanks for the attempt. Whispering to Eli, "Would you like to try and talk this man in? You are much better at words than I. From what I can see, it's a human by the statue."


Yes,Dumah whispers. And to be safe, assume that he saw us enter and therefore knows our numbers. Also, he is likely aware a spell was cast at him, though he may not suspect its nature.


Don't forget that Eli posted: "It's okay I will be gone from wed till sunday for a trip to the beach." So till he comes back, it's just Dumah and Quzman, in case you were waiting for him to act.


Thanks for the reminder!

Dumah will stand upright and whisper to Quzman and the others cover me.

Dumah will stride out of the church, walking stick clicking loudly on the tiles of the floor. Once out of the front, he'll walk to the graveyard. As he does so, he is looking for any signs that there might be an undead infestation of any sort.

Knowledge Religion 1d20 + 9 ⇒ (1) + 9 = 10

He'll swing wide around the statue, forcing the human to either allow himself come into Dumah's view or circle the statue and come into Quzman's view.


Dumah notices all the bodies are still buried in the ground.

As soon as he steps out, the human behind the statue speaks in a guttural voice and in rapid fire sequence, asks the following questions: "Why does the human cast spells at me? What have I done to offend thee?" Who are your friends? What do you do in the Church? Do any of you follow Sarenrae?"


Dumah fires back just as quickly. I cast to try and subdue you without harm in case your intentions are hostile. You have not offended us, we are just overly cautious. My friends share my interests and mean you no harm if you are not hostile to us. In the church we seek answers to defeat those who mean harm to those we've sworn to protect. Why does it matter if any of us follow Sarenrae?


"I am Halruun, stranger, I just wanted to welcome you and your friends...." he says with a grin. Then his features seem to melt away, leaving a hideous skeletal face garbed in a grubby, fire-stained robe. “…to my church,” he finishes. “Your souls will feed the greatest heroes of Kelmarane!” He looks like this now: Link

Initiative - Round 1
Halruun: 1d20 + 6 ⇒ (16) + 6 = 22
Dumah:1d20 + 8 ⇒ (6) + 8 = 14
Quzman:1d20 + 4 ⇒ (15) + 4 = 19
Eli:1d20 + 3 ⇒ (17) + 3 = 20
Bahiyy: 1d20 ⇒ 9


Halruun moves from behind the statue and swipes at Dumah with his dirt-encrusted claws, cutting the wizard and drawing blood. The creature appears to be overwhelmed with euphoria as his eyes fixate on the blood dripping from his claws and Dumah hears him murmur, "So warm, so warm, I want more!"

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

You guys are up! Combat Map!


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

Quzman blanches with the knowledge that he just sent one of his teammates out alone to face an undead abomination. Roaring a challenge to the beast, Quzman will run out to hack at the thing drawing his dagger into his off hand as he goes. "You shall not have any!"

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Quzman's blow lands hard, striking the undead priest across the chest. Quzman's blade draws no blood from the undead but he does notice however that part of the wound closes almost immediately, though a gash remains.

I will put Quzman in g13. Also, Dumah, on your turn, please give me a Fort Save. Thanks!


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

Here is my catchup post, looks like I got back just in time.

Eli enteres the church with Tempest at the ready. The lack of any gnolls disturbs him but before he can mention it he is drawn to stand infront of the masive iron door, "Ah, this must be the Gate we have been hearing about. I wonder why the gnolls fear it so much?" Eli studies the glowing symbols with a thoughfull eye.

Knowledge Checks
arcana 1d20 + 7 ⇒ (1) + 7 = 8
history 1d20 + 6 ⇒ (11) + 6 = 17
local 1d20 + 7 ⇒ (2) + 7 = 9
planes 1d20 + 2 ⇒ (20) + 2 = 22
religion 1d20 + 2 ⇒ (13) + 2 = 15
Spellcraft Check 1d20 + 5 ⇒ (4) + 5 = 9

Lost in his thoughts, Eli is late to notice that the others are dealing with a newcomer and arrives just as the mans visage drops to reveal the skeletons true form. Eli thinks of Kyra and with unusual furry charges out to attack the being. "What is it with this plague of living dead," he screams at it while stabing forcefully with his blade.

Move to G10
Attack 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d6 ⇒ 3

Possible Critical 1d20 + 5 ⇒ (4) + 5 = 9
Extra Damage if Crictical 1d6 ⇒ 4


Eli aims his swing perfectly and the blade cuts Halruun across the neck, but it only causes the undead creature to laugh, as the wound automatically closes. "Foolish human, your weapon is useless against me!"


Fort Save 1d20 + 2 ⇒ (4) + 2 = 6

Hmm. Perhaps Dumah's action will be "crumple to the ground whining?" I'll work on an action in case the effect is something he can work through though.


If Dumah is able to act on his intitiative, he'll hit this creature with a force missile and see if he can determine anything about it from his readings.

Damage 1d4 + 1 ⇒ (4) + 1 = 5
Knowledge Religion 1d20 + 9 ⇒ (7) + 9 = 16


Dumah looks at the claw mark on his arm and sees the skin around the wound turn purple almost instantly and he feels a little weak, on top of the weakness he already felt from combatting the demon fever. He retaliates and lets a missile of energy fly that slams into Halruun, causing him to fall to the ground lifeless! I will assume a 5' step back to avoid the AoO. Dumah knew the creature was undead but does not recognize this particular type.

EDIT: I thought the creature had DR silver and magic; hence my descriptions. Looking again, its DR was silver or magic, so Quzman's blow with the magic scimitar and Eli's swing with Tempest did full damage, so the energy missile destroyed it. Sorry about the confusion!


Thank you. Yes, 5' step back with that.

After combat, Dumah will clutch at the wound, but go about his business. He'll cast detect magic, first on the creature, then slowing surveying the graveyard.

Quzman, do you see any tracks that show where this creature came from?


Now that Dumah can actively scan the creature without fear for his life, while he does not detect magic anywhere in the area, he does recognize the red burnt robes as those of a head priest of Sarenrae.


Gentlemen, I am concerned that we may be depleted resources that would be better spent guarding the monastery this night, should the attack come as expected. Perhaps we should withdraw and prepare for that? He continues to clutch his bleeding arm, shivering still despite the desert heat.


Bahiyy offers to channel energy to heal Dumah, unless he wishes to take a potion. If neither, he will bandage his wound.

Where to?


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

Quzman looks to Dumah, "I am sorry he fooled me Dumah. I should have suspected all was not what it seemed with what we found in here. Let me take a look at that wound."

Heal: 1d20 + 6 ⇒ (5) + 6 = 11
Religion (trying to ID the creature): 1d20 + 2 ⇒ (16) + 2 = 18

After this, Quzman will attempt to see if he can backtrack the creature's habits and whereabouts in the sand.

Survival: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Quzman Garhani wrote:

Quzman looks to Dumah, "I am sorry he fooled me Dumah. I should have suspected all was not what it seemed with what we found in here. Let me take a look at that wound."

Heal: 1d20+6
Religion (trying to ID the creature): 1d20+2

After this, Quzman will attempt to see if he can backtrack the creature's habits and whereabouts in the sand.

Quzman finds no tracks anywhere, despite his best efforts. However, as walks around the graveyard, he goes by the southern part, where he sees the signal fire has been lit!


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

Gasping in alarm, "Look! We have been summoned. The gnolls must evaded us. We best hurry back to the monastery, and pray we are in time." He looks worried as he addresses the party.


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 curses, "We've been fools to think the gnolls would wait until night fall. We have got to get back there and fast." He starts to run back to aid those who remained at camp.


The party heads back to the monastery as fast as possible and reaches it about 15 minutes later. When you arrive, the first things you notice are the blood stains on the walls and columns in the nave. You also see covered bodies with white sheets. When you examine them closer, you learn they are the corpses of Trevis, Derek, and Dullen, the previous members of Ute's band of mercenaries. You also see the corpses of two of Princess Almah's guards.

As you look down the nave, you see a crowd of caravan members gathered at the top step of the stairs leading to the chapel. As you approach, you hear some muffled cries and gasps. As you make your way through the crowd, you hear varous people comment "No, it can't be, he fought so bravely", "Bless his soul", and "No, April, don't cry, he is in a better place now, he saved us all!"

As you try to disbelieve what you're hearing, when you pass by the crowd, your worst fears are confirmed: laying on the floor surrounded by Garavel (who is on his knees), the Princess, two of her guards, and a new face (a human you do not recognize) is the body of Brebork! Garavel has tears running down his face and he looks up at you and just shakes his head no, as he closes his eyes and prays......


Dumah avoids pushing through the crowd, waiting for one of the others to confirm his worst fear. He forces his awareness away from that scene to the rest of scene around them. Can he piece together what happened? What attacked? How many? How far they got?


For Dumah:
Dumah notices numerous signs of battle in the nave, especially broken arrows. He counts 8 arrows, laying on the floor, in 2 separate piles of back oil-like goo, separated by 40 feet. With his knowledge of the planes, Dumah immediately recognizes the substance as the residue that remains when summoned outsiders die on our plane.


Dumah kneels next to a pile of black oil-like goo on the floor. Touching it tentatively, he rubs a little between his fingers. Fascinating. Dumah will rise, and speaking to any nearby adult ask Can you describe the creatures that were here? He says, indicating the black goo on the floor.

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