Lucendar's Legacy of Fire PbP

Game Master Lucendar


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

That might be a good idea Lucendar. I'll keep an eye on it as possible over the weekend if things change. I wish you and your wife the best getting over this Dumah.


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

Back on Monday, sounds good. I got sick yesterday and that has me behind on school so I'll check back Monday.


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'.

I am back guys. Got caught with a malfunctioning laptop so I had no net access. I'll be back in the swing tomorrow afternoon.


The_Gnoll_DM wrote:
After studying it for a few minutes, Dumah deduces that the glyphs can be activated by force energy and that conjuration and specifically teleportation magic was involved in the creation of the archway.

Dumah raises his voice enough to be heard over the issuing gasses.

Gentlemen, Jameena. I believe that I can activate this arcane archway with one of my conjured force missiles, but it will likely have a teleportation effect. Whether that means we can use it to teleport somewhere else or whether it will teleport something in I cannot say with certainty.

I would not recommend activating it until we are at full power after some rest. And perhaps we may be better served by checking some of the other tunnels first to see if there is a more mundane, and predictable, way to get to our destination.


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

"I agree, Dumah. We should make sure we are fully prepared before we tamper with such magic. We would be hard pressed if we were suddenly to find ourselves in the company of more of those daemons."


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 seemed the most traveled passage of the three, so it seems likely this is the way to go. However, I don't like the idea of another mongrel monkey sneaking up behind us. Let's go check it out, follow me." Eli will lead the way and take the southward passage this time staying alert for any danger.

Perception 1d20 + 9 ⇒ (6) + 9 = 15


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

"I'm right behind you Eli. Finding a safe place to rest sounds like a good idea to me." Quzman follows Eli closely looking for signs of passage or other possible dangers, with Kyra padding quietly along behind.

Survival (tracks):1d20 + 9 ⇒ (18) + 9 = 27
Perception:1d20 + 9 ⇒ (15) + 9 = 24


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

"Good thing, Quzman."


Quzman's tracking skills are bar none and you follow the other passages, but after a few hours, you find nothing of note. Quzman deduces that any predators or humanoids who wished to have made the cave their lair quickly met their end at the hands of the daemon, as noted by the number of animal skulls and hair found on the floor by the arcane archway. With the daemon dispatched, the cave is safe to rest, whether it be in another passageway or in front of the archway. Being the paranoid adventurers that you are, you set guards just to be safe and the night passes, with each of you quietly reflecting on the gravity of the task before you. In case you had forgotten, a howl, much closer than you've ever heard it, rings around at midnight, reminding you of your purpose. In the morning, after eating your breakfast rations and memorizing your spells, you return to the archway (if you rested elsewhere).

Any changes in spell memorization, please note in your profiles.


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

Running, running.......Kyra's Place is just ahead but the flames are so high, panting Eli screams....APRIL! In the window, smoke frames her and fire licks her checks as she opens her mouth and HOWLS....

Eli cries out and awakens from the dream as the Carrion King's cursed sound echos in the cavern, and his mind. Unable to go straight back to sleep he offers to trade the watch, then sits for a few hours watching the archway. Staring...thinking...pondering, flipping through the pages of his journal and wondering about the arch. What it is, what it does, how it works, how it got there, what's its legend?

When he is relived he lays down for a few fitful hours of rest and in the morning is ready to go.

Knowledge Checks contemplating the Arch;Take 20

arcane 28
dungeoneering 23
engineering 23
history 27
local 29
planes 23
religion 27


No changes to Dumah's memorized spells.

If Eli's nightmare wakes Dumah, he'll offer to bounce ideas and theories off of each other to help him in his contemplations (aid another) as long as it doesn't prevent him from regaining spells. Otherwise, he gets as much rest as he can.


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 takes whatever watch the group needs him to handle. Other than that, he attempts to get as much rest as possible, wondering about what other guardians lie in theis frightful place.


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

During her watch, Jameena stands vigilant guard over her sleeping friends. When the howl wakes everyone, she moves among them, lending silent comfort from her aura of courage.

No changes to spells.


Ok, don't know what the delay is but I'll advance the game..

After breakfast, the party gathers at the archway. Dumah studies the runes and shoots off one of his force missiles, igniting one of the runes. He shoots another and then another, until all 6 runes are ignited. When that is accomplished, the entire archway lights with energy, momentarily blinding the party. When the light fades away, you no longer see the brick wall under the archway. Instead, as if you were looking through a window, you see another underground cavern on the other side, lit by light spells on the wall. The brick wall on your side is indeed gone and Dumah's vast knowledge of magic leads him to believe that if you step under the lit archway, you will appear on the other side, in the cavern you are currently viewing.


Quickly! Hold hands and let's go through! I'm not sure how long it will remain open!

Dumah casts Mage Armor and then leads the group through.

Sorry about the delay. With the force missiles necessary to activate it, I should have taken the lead there.


Mid Morning Day 2 Total earned XP: 15,000

Eli pulls Tempest from her scabbard and stands close to Dumah, ready for ...something to happen.

Did Eli learn anything from his midnight musings?


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
Mythril DM wrote:

Eli pulls Tempest from her scabbard and stands close to Dumah, ready for ...something to happen.

Did Eli learn anything from his midnight musings?

Sorry, wrong Avatar and I didn't notice until to late to edit..Jeez I was tired this morning :)


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 grabs hands to the closest Stalker and deftly hops through the archway.


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

Quzman bends down and picks up Kyra holding her tight as he steps through the portal.


For Eli:
You can't take 20 on Knowledge skills. Here's the description:
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

The party steps forward and a dizzying, nauseating feeling overwhelms you as you cross the border between time and space. When you gather your senses, the first thing you feel is an oppressive sense of heat in the cavern where you appeared. Those not protected by an Endure Elements spell feel the 120+ degree heat in the cavern and are soon drenched in sweat and very uncomfortable and light headed. As you look behind you, you see the cavern from whence you came under a similar lit archway. You suddenly see the lit runes start turning off, one by one, and when they are all unlit, all you see is a stone wall under the archway. You see a lone passageway leading out of this room to the west.

For Dumah:
The runes under this archway are similar, except you recognize some of them as symbols of power in the Ignan language.

For game purposes, I will assume Jameena crossed over as well.


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

"Hot enough for you? Come on Quzman let's see if we can find a way out of this place before we melt." Eli will take the lead with the warrior to see where the western passage leads.


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

Quzman kneels down and gently sets Kyra down. Looking up to Eli, "Aye, that sounds good. I wish I had thought to ask the Dawnflower for a second spell to ease the heat for Kyra as well."

Quzman stands up and stalks quietly behind Eli while drawing his scimitar and dagger as he goes.

Stealth:1d20 + 8 ⇒ (18) + 8 = 26
Perception:1d20 + 9 ⇒ (11) + 9 = 20
Survival(tracks):1d20 + 9 ⇒ (6) + 9 = 15

Stealth Kyra:1d20 + 2 ⇒ (17) + 2 = 19


Perhaps when we return to town, I'll see about enchanting objects so that each of us has some mystical relief from this sort of oppressive climate.


Can I get Perception checks from everyone else besides Quzman?


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'.

Perception 1d20 + 8 ⇒ (17) + 8 = 25


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

Perception 1d20 ⇒ 2


I have tried posting a perception roll, but it does not go through. On the preview, it is showing a roll of 10, plus 8 in ranks and bonuses for a total result of 18.


As Eli and Quzman lead the party, Quzman, Dumah, and Tyronel hear in the distance heavy footsteps. As they come around a corner in the passageway, about 80' away, they see a towering creature (almost 16' tall) of black stone come into view lumbering from east to west. It does not appear to have noticed the party.

What do you do, if anything?

Quzman Knowledge (Planes): 1d20 + 2 ⇒ (1) + 2 = 3
Dumah Knowledge (Planes): 1d20 + 13 ⇒ (5) + 13 = 18

For Dumah:
It appears to be some type of elemental, sharing similar characteristics to that of an Earth Elemental, though you have never heard of or seen a black one.

Map of View


Quietly to his companions, Dumah will say An earth elemental of some sort, I believe. But I've never read about a black one before. Something is odd about it... I might be able to speak to it, but I can't guarantee it would be friendly. Perhaps we should see if it will pass us by?


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'.

"Sounds like a plan, Dumah. Let's see if that thing will just ignore us. I've had my butt kicked quite enough for one day."


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

Quzman nods to Dumah after he listens to his advice. Quzman motions for the group to move back quietly.

Stealth:1d20 + 8 ⇒ (1) + 8 = 9


Stealth 1d20 + 5 ⇒ (12) + 5 = 17


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'.

Stealth 1d20 + 4 ⇒ (20) + 4 = 24


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

Stealth 1d20 ⇒ 18


The towering black stone creature continues its passage westward, moving out of sight of the party, and soon enough his loud lumbering steps fade away.


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

Sorry Friends, I got a relapse of a vicious stomach bug and have been out for the past two days. I think I need to raise my CON at the next advance.

Eli watches the lumbering black creature lumber away then whispers, "Stay here, I'll check out the intersection of the tunnels." Slipping off his back pack, he creeps forward as quite as a mouse in a house of cats.

Perception Check 1d20 + 9 ⇒ (4) + 9 = 13
Stealth Check 1d20 + 10 ⇒ (14) + 10 = 24
Eli moves to H13 and peaks his head out to be sure the north is clear If it is he will move to D6 and peak around the corner to see what is to the west.
Perception Check 1d20 + 9 ⇒ (18) + 9 = 27
Stealth Check 1d20 + 10 ⇒ (19) + 10 = 29


Hope you feel better...

Eli reaches the intersection. There are 3 passages:
West - the way the stone creature went extends for 40 feet before turning North
East - extends 40 feet before turning North
North - extends 60 feet before turning West

All three seem clear from this distance.

Dumah and Eli and anyone else not protected by Endure Elements, give me a Fort Save. The tremendous heat is starting to affect 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'.

I should be good with my magic keffiyeh, I think, DM.


Tyronel wrote:
I should be good with my magic keffiyeh, I think, DM.

You are fine T. You and the rest feel a nice and cool 70 degree weather.


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

Kyra Fort:1d20 + 5 ⇒ (3) + 5 = 8


Fort Save 1d20 + 6 ⇒ (13) + 6 = 19


Eli Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15

Quzman notices Ky is being negatively affected by the heat. His tongue is hanging out and he is panting. He suffers: 1d4 ⇒ 3 points of non-lethal damage from the heat. Eli and Dumah are managing to fight off the heat so far.

Isn't the wolf's name Ky, not Kyra? :-)


Since MD is sick..

Eli returns to the party and tells them there are three passages from the intersection.


Quzman, do you think you can tell if any creatures are using any of the passages?


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

Doh! You're right, I named her after Kyra, and guess I slipped =p

"I can try to scout for tracks. I will check it out and be right back."

Stealth:1d20 + 8 ⇒ (7) + 8 = 15
Perception:1d20 + 9 ⇒ (9) + 9 = 18
Survival:1d20 + 9 ⇒ (14) + 9 = 23


For Quzman:
You reach the intersection and easily spot the stone creature's massive footprints. The odd thing is you don't see any other footprints at all. You bend down to look closer at the impressions on the dirt floor and what you see are black scorches all over the ground, moving in a coiled pattern in all directions, down all of the passageways.


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

Quzman bends low examining the strange markings on the floor trying to identify what kind of creature may have made them.

Know(dung):1d20 + 6 ⇒ (18) + 6 = 24
Know(geog):1d20 + 9 ⇒ (2) + 9 = 11
Know(nature):1d20 + 9 ⇒ (20) + 9 = 29
Know(planes):1d20 + 2 ⇒ (19) + 2 = 21 (+4 evil outsider)
Know(relig):1d20 + 2 ⇒ (8) + 2 = 10

Upon examining the tracks, Quzman returns to the party. "The only footprints in the passage are of the large stone beast. However, there are black scorch marks along the pathway that appear to move in a coiled pattern down all of the passages."


Quzman Garhani wrote:

Quzman bends low examining the strange markings on the floor trying to identify what kind of creature may have made them.

Very nice roll!

For Quzman:
Upon closer inspection, the tracks are very serpentine in nature and made by 4' tall creatures. Quzman surmises that the creature must be giving off a tremendous amount of heat to scorch the ground in such a fashion. From all the information available and the habitat of the cavern where they are, Quzman deduces that the creatures can be none other than Salamander Flame brothers, snake-bodied humanoids native to the Plane of Fire, who are generally Neutral in alignment, but have been known to work with demons from the Abyss et al.


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

"I'll take point. Which way do we want to go first? Do we follow the stone giant west, or do we want to go north or east first? I think one of the side tunnels is best, lets try to make sure that there is nothing behind us that could cause us trouble."


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

"The scorched tracks appear to have been made by Salamander Flame brothers. No wonder it is so hot in here, as these creatures are originally from the Plane of Fire. Jameena, you may want to examine them when we get close with the sight of the Everlight, as some of the brothers are known to consort with demons, devils and other evil beings from the outer planes and may have been tainted as a result. If we have any protection from flames, they may come in handy."

Quzman turns to Eli, "Why don't we try and go down the passage from whence the elemental came, to try and put as much distance as possible from it?"

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