Lucendar's Legacy of Fire PbP

Game Master Lucendar


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hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

Jameena pulls a candle from her pack and lights it. By it's light, she does a quick examination of the cave before calling her companions through. She is careful not to let her open flame get too close to the gas.

The gas stings the eyes, but if you hold your breath and cover your mouth and nose, you can make it through without ill effect.


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

Ty will follow suit, trying to block the gas, and jumping in line behind everyone.


You can all roll your own Fort saves...add +1 if you cover your mouth.


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

Fort 1d20 + 8 ⇒ (2) + 8 = 10

Ty is the worst at saving throws. Just the worst.


Fort save 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17


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

Quzman pulls his vest up to cover his mouth, and with a concerned look, he whistles for Kyra to follow him as he dashes through the mist.

Fort: 1d20 + 7 ⇒ (14) + 7 = 21

Fort(Ky): 1d20 + 5 ⇒ (12) + 5 = 17


To keep things moving...

Eli's Fort Save: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12


The party moves through the noxious gas and most of them pass through with only a few coughs. However, the gas stings Tyronel and Eli's eyes severely, causing them to reflexively open their mouths in pain and unfortunately, inhale some of the gas.

Damage: 1d4 ⇒ 2 to both Eli and Tyronel.

Both warriors feel dizzy from the effects of the gas, but other than that, they seem to be fine.

Quzman's tracking skills reveal that of the three passageways that snake forth (W, N, and S), the northern passageway seems the most traveled.

Cave 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

Eli, feeling a bit woozy, stumbles as he comes through the mist. Blinking the sting from his eyes he sits down on cave floor to wait until the chamber stops spinning.

Does the dizziness stop, or will it be effecting us for a bit?


Eli Wynnstock wrote:
Does the dizziness stop, or will it be effecting us for a bit?

The dizziness does cease after a few seconds but both Eli and Tyronel still feel the noxious gas in their lungs, making them feel a little light headed. No in game penalties, if that is what you are asking.


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 gives a cough, trying to expel the noxiousness from in his chest as he struggles back to his feet, "That must be why I have never taken to the habit of smoking Tabbac." Pulling the Wayfinder from his pocket he commands it to illuminate and then checks the the groups orientation. "This way is north and since it seems to be the most traveled passage then it is a good bet that it will lead us to where we want to go. I say we follow the northern wall, Quzman and I at the lead followed by Jameena and Duham and Ty taking up the rear guard. What say the rest of you?"


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

With the light from Eli's wayfinder illuminating the cave, Jameena blows out her candle and slips it back into her pack. She draws her scimitar and moves over to stand by Dumah.

"Sounds good. I'm not much of a scout, so it is probably best to have you to take point. We'll be right behind you."


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

"Lead the way, Eli. I've got your back."


Quzman and Eli lead the party, following the commonly used road in this cave system. After 10 minutes of twists and turns, the party turns a corner, wherein the party sees and hears the hiss of more gas seeping out from the earth, forming another noxious cloud.

Through the mist, however, the party sees that 20' past is a dead end wall, upon which is arrayed a stone arch on the wall with glyphs and other arcane symbols. The mist obscures however more detail from this distance and with the present light source.

Updated Map

Let me know what you do and you may roll your own Fort Saves if you proceed through.


I don't see any other ways to progress beyond the gasses. If we feel it is important to see what those symbols are, I could cross on my own and try to interpret them. Otherwise, perhaps we should explore some of the other possible routes before subjecting ourselves to the gas twice.


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

"The arch is inscribed on the wall for a reason and I for one don't want to turn back without checking it out. I'll leap through and take a look, who is with me?" Eli will cover his mouth with the vest again and dash through the mist without waiting for an answer.

For Save w/+1 for covering mouth 1d20 + 3 ⇒ (14) + 3 = 17


Tyronel, do you have a rope you can secure me with? I know several languages and should join our impulsive friend, but I'm concerned that I may succumb to the vapors and become trapped within them.

After getting a rope around his waist and making sure his gear is secure, Dumah will cover his mouth with a heavy, dampened robe sleeve and cross over.

Fort save 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

"Go ahead, my friend. I'll pull you out if things get bad." Ty says this concentrating on holding his end of the rope. As soon as he hears the mage begin coughing, Ty realizes the gas might be effecting Dumah. He waits for a sign before pulling the wizard out of the area.


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

Untrained in the arcane arts, Jameena stays put, ready to help Ty pull Dumah to safety if needed.


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

Quzman orders Kyra to stay, as he moves a little closer drawing his weapons. He waits patiently (about E11) to see if anything interferes with his comrades reconnaissance.


Eli runs through the mist, as Tyronel moves to tie the rope around Dumah, Jameena stays put and Quzman inches up. As Eli passes the mist, suffering no ill effects from the gas, he looks back to the party to signal he is ok, when suddenly a cone of fire, originating from behind the party, overwhelms his friends, their screams of pain echoing in his ears!

Tyronel Reflex save: 1d20 + 6 ⇒ (2) + 6 = 8
Jameena Reflex save: 1d20 + 9 ⇒ (11) + 9 = 20
Dumah Reflex save: 1d20 + 4 ⇒ (20) + 4 = 24
Ky Reflex save: 1d20 + 5 ⇒ (3) + 5 = 8
Quzman Reflex save: 1d20 + 8 ⇒ (8) + 8 = 16
Tyronel, Ky, and Quzman take 21 points of fire damage
Jameena and Dumah take 10 points of fire damage!

As the party recovers from the blast, all of them suddenly see now behind them a 10' tall brown, shaggy furred beast standing on grey hooves, with powerful claws, resembling a maniacal horned ape. the beast pounds its chest with its powerful arms and moves to attack, screaming in some horrific language!

For Dumah:
In Infernal, it screams "Die intruders!"

Initiative:
Tyronel: 1d20 + 4 ⇒ (5) + 4 = 9
Jameena: 1d20 + 3 ⇒ (4) + 3 = 7
Dumah: 1d20 + 8 ⇒ (1) + 8 = 9
Ky: 1d20 + 2 ⇒ (13) + 2 = 15
Quzman: 1d20 + 3 ⇒ (12) + 3 = 15
Eli: 1d20 + 3 ⇒ (12) + 3 = 15
Horned Ape: 1d20 + 1 ⇒ (13) + 1 = 14

Ky, Quzman, and Eli are up!

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

Eli sees the beast looming behind his companions and quickly rummages through his pouches to pull out a stoppered vial. "Hold Fast! Fear Not!" Eli calls out to bolster the Sand Stalkers as he works his way towards the wall of the cavern.

Move action draw out Potion of bull's strength; standard action round 1 of Inspire Courage +1; 5ft step to E7


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

Quzman screams out in surprise at the burning pain. He calls for Ky to come away from the beast, as he pulls out a vial and drinks it while eying the suddenly appearing creature.

Potion CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9

Know(dung):1d20 + 6 ⇒ (5) + 6 = 11
Know(geog):1d20 + 9 ⇒ (20) + 9 = 29
Know(nature):1d20 + 9 ⇒ (3) + 9 = 12
Know(planes):1d20 + 2 ⇒ (6) + 2 = 8 (+4 if evil outsider)
Know(relig):1d20 + 2 ⇒ (11) + 2 = 13


The horned ape-like creature's long muscular arms lash out, grabbing the female paladin by the neck, diging its claws in to her flesh causing her much agony. Then, to the party's horror, in one move, with enormous strength, it yanks her off the floor, slams her into the wall, and brings her to its toothy maw, where it bites deep into her skin. the paladin's body goes limp for a second and the creature releases her. To its surprise, the paladin does not fall, as magic intervenes and the paladin lands on her feet, some of her wounds healed, but still hurt very badly! Heroes' Defiance is the bomb!

Attack:1d20 ⇒ 11..hit
1d20 ⇒ 10...hit
1d20 ⇒ 12..hit
Jameena's Current hit points: 10!

The rest of the party is up!


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

Ouch! Bad monkey! - Note to self: Being caught flat-footed sucks when much of your AC comes from DEX. But Heroes' Defiance does indeed rock.


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

Ty will 5' step to F 16 and pull his bow and arrows, firing a shot at the apelike monster.

Attack 1d20 + 11 ⇒ (7) + 11 = 18
Damage 1d8 + 14 ⇒ (3) + 14 = 17

And DM, I will try to find that post where you corrected my arrow damage in the last fight when I get home from work and transfer your numbers over. I forgot to do that last time.


Hmm. An Infernal speaker...

Dumah tries to indentify this monstrosity.
Knowledge Dungeoneering 1d20 + 10 ⇒ (6) + 10 = 16
Knowledge Planes 1d20 + 13 ⇒ (10) + 13 = 23
Knowledge Religion 1d20 + 11 ⇒ (10) + 11 = 21

Dumah will cast a Magic Missile on the creature, emerald darts of energy that spiral past Tyronel to strike at it.

Damage 3d4 + 5 ⇒ (3, 3, 1) + 5 = 12


Dumah wrote:
Hmm. An Infernal speaker... Dumah tries to indentify this monstrosity.

For Dumah:
You indeed identify it as an outsider, a race known as daemons. You remember reading stories of this particular type being often pressed into service as "guardian daemons". They are immune to acid and mind-affecting spells and resistant to most energy types. However, they are not spell resistant. Their hide is tough to penetrate and may require a silver or holy weapon to hurt them.

Unfortunately, as Dumah studies the creature and begins to cast his spell, he forgets the ape's long arms, which lash out in his moment of distraction. Thankfully, Dumah evades the attack and his missiles strike true, causing the ape to snarl in pain.

AoO: 1d20 ⇒ 3..miss!


Waiting for Jameena's action to finish Round 1. Since your spell was an immediate action, you can take no other swift actions this round, such as flaming your weapon or casting LoH on yourself.


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

DM, do you have any idea where you might have put that corrected math post for Ty's arrows? I have looked and can't find it. Could it have been in the discussion thread? I'll check there next.


Tyronel wrote:
DM, do you have any idea where you might have put that corrected math post for Ty's arrows? I have looked and can't find it. Could it have been in the discussion thread? I'll check there next.

Here it is.....Can you clarify for me some of your bonuses?

1.+12 +1 Composite Longbow (+2 Str.), d8+6 (x3) 115' range
2.+13 +1 Composite Longbow (+2 Str.), d8+7 (within 30')
3.+9 +1 Composite Longbow (+2 Str.), d8+10 (w/Deadly Aim)
4.+10 +1 Composite Longbow (+2 Str.), d8+13 (w/Deadly Aim + within 30')
5.+10/+10 +1 Composite Longbow (+2 Str.), d8+6 (w/Rapid Shot)
6.+11/+11 +1 Composite Longbow (+2 Str.), d8+7 (w/ Rapid Shot within 30')
7.+7/+7 +1 Composite Longbow (+2 Str.), d8+10 (w/Rapid Shot w/Deadly Aim)
8.+8/+8 +1 Composite Longbow (+2 Str.), d8+13 (w/Rapid Shot within 30' w/ Deadly Aim)

Deadly Aim at 5th level gives -2 hit, +4 damage not -3, +6
1 & 2 are correct.
#3 should be +10 hit, d8+10
#4 should be +11 hit, d8+11
#5 & #6 are correct
#7 should be +8/+8, d8+10
#8 should be +9/+9, d8+11


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

Thanks, I'll get that added to my profile tonight or tomorrow...


Dumah calls out Stalkers! Silver or holy weapons if you have them! Don't bother with acids or mind spells!


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

As the gush of flame washes over her, Jameena ducks low, covering herself against the fire. Where the flames touch her exposed skin, a soft golden glow seems to shield her, leaving only a few red blisters where the flames should have burned her severely.

Whirling around to face the unseen foe, Jameena tries to get her scimitar up between her and the monster, but the beast bashes it away and grabs her. Her bronze skin goes ghostly pale as the blood gushes from her neck into the stinking maw. Just before she slips into darkness, a single word escapes her lips, echoing over and over in her mind, as the floor rushes up to meet her.

"Sarenrae..."

Shining motes of dust float gently in golden sunlight. A warm, pleasant breeze caresses Jameena's skin and plays gently with her long, flowing hair. Even though she can feel the blood run down her chest from the horrible wound in her neck, she feels no pain. Suddenly, she is aware of the flamehaired woman in front of her. Reaching up, the deity lays a soft hand on Jameena's wound, and the flow of blood stops. "Stand strong, my brave champion. They need you." The light fades, and the stench of the monster tears in her nostrils. The soothing words of the Dawnflower are replaced by the infernal curses of the ape-thing. But she is alive. And her goddess is with her.

Jameena land on the floor with the grace of a cat. Still weak from the loss of blood, she stumbles for a moment, then crouches low, scimitar ready to strike. With her free hand, she grasps her holy symbol. "Thank you, Dawnflower. Now lend your healing grace to these heroes, so we may bring this abomination low.

Waves of healing energy wash over her and the rest of the Sand Stalkers, except Eli who is still too far away.

Channel energy - healing Jameena, Quzman, Ky, Dumah and Ty. 3d6 ⇒ (5, 4, 6) = 15


Summary of Round 1:
Eli drank potion of Bull's Strength
Quzman drank a healing potion, could not identify creature
Demonic ape hurt Jameena
Tyronel shot his arrow but missed
Dumah drew AoO, which missed, then hurt creature with magic missiles
Jameena healed the party

Round 2 is up!

Updated Map


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

Initiative in order, for ease of reference.

Initiative:
Eli: 15
Quzman: 15
Ky: 15
Horned Ape: 14
Dumah: 9
Tyronel: 9
Jameena: 7


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

"This demonsterous thing is no match for us!" Eli holds his breath and rushes through the mist again racing up and onto the wall, his magical slippers helping him cling to the vertical surface. Unable to reach the ape-thing he stops just behind Dumah, placing a hand upon the mage, Eli utters the magic words that wash a small amount of relief over his body.

Rnd 2 Inspire
For Save 1d20 + 3 ⇒ (10) + 3 = 13
Move to G15 on the wall between H15
cure light wounds on Dumah 1d8 + 2 ⇒ (3) + 2 = 5


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

Quzman sighs audibly as the healing warmth of Sarenrae washes over him. Taking Dumah's warning to heart, realizing how dangerous beasts from beyond can be, he quickly digs out another vial from his pouch and applies it to his scimitar.

Using silversheen this round.


The horned ape howls and goes on the attack again, rearing back and lashing out with its claws. Its first claw srikes the paladin, slashing her throat again! This time, the paladin's pleas go unheard and she falls to the floor, unconscious, bleeding from her neck!

Claw: 1d20 ⇒ 20...uh oh, possible critical!
Confirmation roll: 1d20 ⇒ 15..confirmed!
Damage: 26....

The ape, satisfied with its first attack, then moves in 5' closer to G17 and eyes Dumah and then lashes out again, missing with the claw, but biting the mage on the shoulder severely!

Claw: 1d20 ⇒ 5...miss
Bite: 1d20 ⇒ 11...hit!
Damage: 18

The rest of the party is up! Please post AC and current hps in your posts, helps keep the flow going. Thanks!


Male Human Unchained Monk 6 | AC 21/21/17 | HP 66/66 | F+7, R+10, W+7 | Evasion | +2 on saves v. Enchantment spells and effects | Immune to all diseases, magical and supernatural | Init. +4; Perception +12 | CMD 27 | Speed 50'.

AC 21, 42/50 HP, +1 to ATK and DAM from Inspire Courage

Ty moves a bit further back, trying to stay away from the monster's reach, and fires two arrows at it.

Attack 1d20 + 10 ⇒ (14) + 10 = 24
Damage 1d8 + 12 ⇒ (6) + 12 = 18

Attack 1d20 + 10 ⇒ (10) + 10 = 20
Damage 1d8 + 12 ⇒ (3) + 12 = 15


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

I'm on -1 hp. Getting my stabilization roll out of the way.

Stabilization roll: 1d20 + 1 ⇒ (10) + 1 = 11


Step to G15 and cast Mage Armor.

AC 16
Hit Points 34 of 34

It is from the lower planes, and as such is accustomed to fire, cold and lightning, and bathes in acid.


Dumah wrote:

Step to G15 and cast Mage Armor.

AC 16
Hit Points 34 of 34

Correction: 16 of 34...Dumah just took 18 damage from the ape's bite. Let me know if that fact you failed to notice changes your action.


The_Gnoll_DM wrote:
Dumah wrote:

Step to G15 and cast Mage Armor.

AC 16
Hit Points 34 of 34

Correction: 16 of 34...Dumah just took 18 damage from the ape's bite. Let me know if that fact you failed to notice changes your action.

Thank you. I'm home sick, and I did miss that when I read through.

Round 2.
AC 12.
Hit Points 16 of 34.
Step back to G15 and cast Haste. He'll hit all of the Stalkers except Jameena.


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0

Sigh, left out again. Seems like Jameena never gets to be quick. I'll just lie here and bleed then.


Dumah wrote:

Round 2.

AC 12.
Hit Points 16 of 34.
Step back to G15 and cast Haste. He'll hit all of the Stalkers except Jameena.

You are within 10' of him so you draw an AoO. He saved it and did not use it on Tyronel, who is also within reach.

AoO: 1d20 ⇒ 6...that's a hit with no Mage Armor and no Shield
Damage: 12
Concentration check to maintain spell vs. DC 25: 1d20 + 9 ⇒ (16) + 9 = 25...success!


Summary of Round 2:
Eli fought off the gas and healed Dumah
Quzman applied silversheen to his scimitar
Horned ape clawed Jameena, dropping her, moved in closer, missed with one claw but bit Dumah severely
Tyronel fired off 2 arrows, one of them penetrating the ape's thick skin
Jameena continued to bleed
Dumah started casting Haste and was clawed severely, bringing him close to death, but despite the pain, he maintained his focus and magically hasted everyone.

Round 3: Eli and Quzman are up...things look grim but you have Haste!

Updated Map


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

Quzman snarls at the mayhem the beast has caused among his friends. Running forward he drops his dagger and takes his silvered scimitar in two hands trying to hit the fiend with all his might and Kyra is right at his heels.

Attack:1d20 + 15 ⇒ (2) + 15 = 17 (+1 Eli, +1 haste, +4 evil outsider)
Damage:1d6 + 10 ⇒ (6) + 10 = 16 (+1 Eli, +4 EO, +4 1.5xSTR, +1 weapon)

Ky Attack:1d20 + 5 ⇒ (18) + 5 = 23
Ky Damage:1d8 + 2 ⇒ (8) + 2 = 10
Ky Trip: 1d20 + 5 ⇒ (14) + 5 = 19

Quzman ending in E16 and Ky in G16


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

AC w/ dodge and haste: 20
Current HP 33 of 35
3rd round of Inspire Courage
bulls strength active

Eli steps towards the beast, still on the wall, arriving in a space above the wolf. Ducking and weaving he feints up and away from the Ape thing and attacks. "We have it now!

Feint attempt: causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher 1d20 + 14 ⇒ (16) + 14 = 30

Attack Roll w/ spells and IC 1d20 + 11 ⇒ (3) + 11 = 14
Damage +cold + Sneak attack if feint works 1d8 + 2 + 1d6 + 2d6 ⇒ (2) + 2 + (2) + (2, 2) = 10


hp 61/61, AC 22/15/17, F +13 R +12 W +11 Init: +4, Perception: +0
The_Gnoll_DM wrote:

Jameena continued to bleed

By my calculations, that damage brought me to -1, so I should be stable after that roll. Of course, I'm still bleeding - just not dying.

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