Megan's Legacy of Fire 1


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Gander shrugs. "I'm not worried about me. I was more concerned about the rest of you. Besides, it'd be an early warning that trouble is nearby."


Female Human, Keleshite Oracle of Life

During the trip to the monastery Khismia tries to remember what they told her at the church about this monastery, maybe how it started, what it was used for or any ideas on why it has fallen.
Knowledge Religion: 1d20 + 4 ⇒ (18) + 4 = 22
I don’t know if that would rather be Knowledge History, but it being a religious place she might know something about it.

Khismia looks at the building to see if there is any deliberate defacing of the symbols of Sarenrae. If it is difficult to see from this distance then she will check again once closer.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11


Turning her head to Romo, Hale suggests, "Some dessert mice and small vermin maybe?" Hale tosses a coin three times in succession, counting the number of times the coin does not show royalty 1d3 ⇒ 3. Hale pales, "This is bad", she mumbles to herself, then louder, "I think there might be pugwampi nearby!"

Should I mention that Hale is probably taking "superstitious" at level up? :D

Liberty's Edge

Female Depemds on the game system (human in the real world)

Plan of the Monastery - more will be revealed as you explore.

Khismia: The monastery's greatest defender was a Templar of the Five Winds called Vardishal, who was slain in an ancient battle against an efreeti named Jhavhul and his terrible forces. Although not a devotee of Sarenrae, his memory was revered at the monastery until its downfall about 20 years ago.

The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travellers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance. Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.

The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.

OK, how do you want to approach the place?


Gander would prefer to approach quietly, using stealth and being constantly ready for attack from either within or without. From the map, it looks like the only two entrances are on the west side. I'd vote for approaching from the southwest corner and trying to slip around to that first entrance.


Hale listens to Gander's idea and agrees, "Swift and silent is a good plan. We'll have to try and see how far we get. The near entrance at the south-western corner looks like our best approach right now."


Female Human, Keleshite Oracle of Life

Khismia listens to Hale and Gander’s plan and asks what they would like her to do as she is not used to walking unheard and does not want place them in danger with her clumsiness.

Sovereign Court

Male Human Wizard / Level 1

Most of the time Amar had staid silent, but agrees to plan. Indeed, best approach would be moving slowly and to be careful with anything, that might appear. We don´t know yet, what awaits us there...


"Don't worry too much - let the more combative types take the front; both Romo and Gander look like they can make a good effort at being quiet. I'll help protect the softer party members in the rear, and when Romo and Gander indicate that it is safe we'll stay as quiet as possible and join them. If there's trouble... well, we'll just have decide then."

Liberty's Edge

Female Depemds on the game system (human in the real world)

Scrub brush and a light, patchy carpet of weeds invade the monastery through two huge fallen sections of the western wall. The exposed nave beyond is a huge hallway littered with bits of debris ranging from tiny rocks to enormous sections of collapsed masonry. Most of the roof above the long promenade is gone, but several jagged pillars remain.

Romo and Gander make their way steathily up to the more southerly opening - may I have rolls from you two, please - and peer in - revised plan - seeing what appears to be a derelict nave.


Stealth Check: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Check: 1d20 + 7 ⇒ (3) + 7 = 10


Romo stays close to gander with glaive in hand.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Stealth: 1d20 + 6 ⇒ (8) + 6 = 14

Liberty's Edge

Female Depemds on the game system (human in the real world)

Several baboons have settled here, it seems. They do not seem particularly concerned at a couple of people peering in.

The nave has a double row of columns down the centre which once supported the roof. At the west end there's a wide set of steps leading up to what appears to be the main chapel, to either side of these there are archways leading through to what may be smaller shrines. There are three openings in the east wall, two have daylight beyond but the most northerly one is dark.

The baboons chatter softly amongst themselves, then one runs purposefully along the nave and up the steps into the main chapel.


Hale squints up to the temple, waiting to see the signals from Romo and Gander.

Sovereign Court

Male Human Wizard / Level 1

Amar stands little bit behind from Hale, letting more fit melee fighters go first. Slow movement of fingers sends Azh forward towards Gander and Romo, soon passing them and disappearing to shadows.

Stealth(Azh)1d20 + 15 ⇒ (9) + 15 = 24
Perception(Azh)1d20 + 4 ⇒ (14) + 4 = 18


Gander turns back to the others waiting behind and does his best to signal them to come forward, motioning for quiet as they come closer.


Hale gives Amar and Khismia a little nudge, then leads the way along the footpath.

Stealth 1d20 + 2 ⇒ (20) + 2 = 22
Perception 1d20 + 4 ⇒ (7) + 4 = 11


Female Human, Keleshite Oracle of Life

Stealth: 1d20 - 2 ⇒ (16) - 2 = 14

Seeing the signal and assuming it is to call her closer Khismia slowly walks towards where Hale and Gander is, keeping an eye out for any surprises.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10

Sovereign Court

Male Human Wizard / Level 1

Seeing the signal and moving as a last person, Amar moves behind Khismia and goes through his spell list Hm, I have: Ray of Frost, Mage Ar... and is clearly on his own thoughs

Perception1d20 ⇒ 8
Stealth1d20 + 2 ⇒ (12) + 2 = 14

Liberty's Edge

Female Depemds on the game system (human in the real world)

Sotry folks, I will not be available for the next couple of days - you are not abandoned, just 'on hold'


No trouble, we'll keep ourselves busy in the interim :)

Hale reaches Romo and Gander, whispering: "Any signs of trouble?"


"There's those beasts," Gander whispered back, gesturing toward the baboons. "They don't seem to be at all interested in us so far."

Liberty's Edge

Female Depemds on the game system (human in the real world)

Apologies, I had personal business to attend to... and then got very bad toothache/jaw infection as well!

Right, what do you want to do?

Sovereign Court

Male Human Wizard / Level 1

well, Amar will make a camp outside, while rest of team clean the "dungeon"... kidding :D Most likely we continue exploration and go up the stairs. Not sure about the order, but maybe melee, then caster, melee, caster, melee and ranged. Not wanting to boss so everyone can decide


Hale whispers to the group, "Perhaps we should start with the bottom, covering the eastern side of the building first, before making our way to the chapel proper. Romo, will you take the lead? We'll follow with Khismia and Amar in the middle." Kinda a wedge-shape, with the melee types covering the 3 corners of a triangle


Romo nods,"Very well, I will lead. Lets move then"

He waits for the group to gather, then carefully enters the passage to the south-east.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Latest Map

This debris-laden chamber once held a shrine and wooden altar, but all of that was smashed decades ago by vandals. The ceiling here has remained intact over the years, helping to preserve a huge bas-relief statue of a bearded figure appearing on a hilltop to a group of robed pilgrims on the eastern wall. The being holds up his hands, palms out, in a sign of peace. Though many of the faces and limbs on the bas-relief have been worn down or cut away, the expressions of those that remain range from beatific to horrified.

A crude stone stele that seems to have been erected more recently than the abandonment of the monastery stands here as well. Its graven inscription reads: "A ghost of unholy mien was purged from this place by Theodephus Estrovan, servant of Aroden, 4691 ar."

Perception checks, please.

Sovereign Court

Male Human Wizard / Level 1

Perception1d20 ⇒ 7


Perception 1d20 + 4 ⇒ (13) + 4 = 17

Hale peers closely at the inscription. "Does anyone know more about this Estrovan, or who the bearded man is?"

Sovereign Court

Male Human Wizard / Level 1

KN:History1d20 + 9 ⇒ (6) + 9 = 15 & KN:Local1d20 + 9 ⇒ (18) + 9 = 27 [Hale´s Question]

Upon hearing Hale´s question, Amar falls to his memories, trying to remember everything he has heard or read about these subjects


Perception Check: 1d20 + 7 ⇒ (16) + 7 = 23

Gander studies the room carefully, his eyes marking every detail.

"Who cares who he was? He's surely long dead now. I'm more concerned about whether or not there's any danger lurking here. There'll be time enough for history lessons later." He whispered back, irritation in his tone.


Female Human, Keleshite Oracle of Life

As Khismia walks into the chamber she looks in awe at the remaining statues, imagining what the place must have looked like years ago, gladded that some trace of the pilgrims remained.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

Her gaze end on the stele and as she reads the name carved she wonders who was the brave soul that faced an unholy spirit here.
Knowledge Religion: 1d20 + 4 ⇒ (15) + 4 = 19


Romo cares little for the scenery and keeps his guard up.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

"I agree, we can look at it later"

Liberty's Edge

Female Depemds on the game system (human in the real world)

Amar - the style of presentation is that commonly used for 'saints' within Sarenrae's traditions but the bearded man is not one of the commonly-depicted ones. You think he's probably a little-known regional saint by the name of Vardishal... memories of dull schoolday afternoons, glorious sun outside and an old nun droning on and on and on...

Khismia doesn't recall mention of any 'Estrovan' although followers of the deity Aroden tend to be enthusiastic about dealing with evil spirits... and bragging about it afterwards!

Gander, being more interested in his surroundings than hagiography, spots a discontinuity in the wall between the carved figures legs - a secret door!


Gander focuses on the odd space of wall that caught his eye. "It seems there's a hidden door over here."


"Should we come back for it after we explored the temple some more first? I think that would be a good idea."


"That sounds reasonable. But we ought to do something to keep anything else from using it in the meantime. If there's a gnoll den behind that door, we don't want the barking bastards to follow after us."


Is there any debris that Gander could move in front of the hidden doorway to sort of block it until they get back to it later? If so, that's what he'll do before moving on.

Liberty's Edge

Female Depemds on the game system (human in the real world)

Yes, you can pile some debris up in front of the secret door.

Where next, please?


Once Gander is confident that the hidden doorway is blocked enough to at least hinder someone that might want to past through it, he begins moving steathily toward the west end of the monastery, keeping his eyes on the raised portion of the room at the end.

Perception Check: 1d20 + 7 ⇒ (8) + 7 = 15
Stealth Check: 1d20 + 8 ⇒ (8) + 8 = 16


Hale follows Gander's lead, whispering to the others: "Come, we don't want to disappoint our sponsor with lackluster effort."

Perception 1d20 + 4 ⇒ (4) + 4 = 8


Romo nods at Hale, and follows her closely.

Perception: 1d12 + 5 ⇒ (8) + 5 = 13

Sovereign Court

Male Human Wizard / Level 1

Amar moves just behind Hale, while mutters to himself Hm.. I need more magic... scrolls, first thing we get back: I will make scrolls....

Stealth1d20 + 2 ⇒ (6) + 2 = 8
Perception1d20 + 1 ⇒ (8) + 1 = 9


Oops I accidentally rolled a d12 instead of a 20.


Gander pauses and turns to glare back at Amar, slashing the air with one hand and holding a finger over his lips. Then, rolling his eyes in exasperation, he returns to his slow movement toward the far side of the monastery.

Liberty's Edge

Female Depemds on the game system (human in the real world)

I have to run an errand, will post later today. Romo, roll a d20, or I'll roll one for you when I get back...


1d20 + 5 ⇒ (11) + 5 = 16

Liberty's Edge

Female Depemds on the game system (human in the real world)

Roll your eyes indeed, Gander - poor Amar was so distracted about his scrolls that he got his feet tangled in some debris and measured his length with a great clattering. Bad luck...

You all head west. A short set of wide ceremonial steps leads down to a cavernous chapel in which the congregants would gather for sermons in happier times. The vibrant orange and red starburst of Sarenrae still stands behind a film of rusted rainwater and dirt along the north wall overlooking the collapsed altar. Between the stairs and the altar stand dozens of old marble benches, many overturned and even more broken into two or more pieces. A wide walkway bisects the pews, leading directly to the raised altar. Here and there a few clumps of the original red carpet along this thoroughfare hang on against rot and neglect.

Above the center of the chapel, dangling about ten feet from the floor, hangs a cluster of gnoll skulls in various stages of decay. Strung together like a ghoulish candelabra of twine and bone, the boulder-sized ornament hangs from the wooden rafters about twenty feet above the ground.


Hale's superstitions kick into higher gear as the thought of Bad Luck circles in her head. As she looks up at the gnoll skulls she mutters, "Did that gnoll expert say pugwampi worship gnolls? How literal do you think he meant that?"


Gander glances over at Hale and whispers back. "I was wondering that myself. Anyone who kills gnolls can't be all that bad, but this? I wonder..."

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