DM Stormwind's Legacy of Fire - The Heavens aligned against us.

Game Master LastNameOnEarth

DM Stormwind brings you the Legacy of Fire Adventure Path, in a no holds barred, optimization required, high difficulty delivery.


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Hp: 9/11

Sweet :) I thought that first post was so clear when I wrote it - reading back, it wasn't clear at all...


(AC 25/16/20; HP 61/61; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 7

Seif-al-Din nods to Muqaq, and hurries around the corner after the Pugwampi.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Round 7

Status:

HP = 13/13
AC = 17/13/14
Weapon Equipped = Pistol
Grit = 2/2
Orc Ferocity = 1/1
Bullets = 48/50
Black Powder = 48/50
Alchemical cartridge (paper) = 18/20
Speed = 20' (30' normal)
Status Effects = None

Seeing the rest rush after the pugwampi Xanyon covers the first room with his pistol.

"They may come back or have more friends, I'll guard this room unless you need me in there."


Current Map

Gin holds up, waiting for Tarin to move so he can follow, and Tarin, reacting quickly bolts out the door and after the little creatures.

Perception: 1d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (3) + 6 = 9

As he crosses the threshold, he feels a tiny tug across his waist. With a bare flash of realization that a tripwire of sorts was set across the doorway at hip height, he feels a warm liquid splash down over his shoulders, followed by the hollow ring of a large tin bucket as it falls on him and bounces off his head (no damage). Eyes coming up to his prey, he first sees the gremlin who just left running down a long stone foyer ahead of him, and then a moment later, the other pugwampi who had run moments before him, standing partially behind the cover of a pillar, a flaming arrow set to his tiny little bow.

Readied Action: Bow Attack: 1d20 + 3 ⇒ (14) + 3 = 17
The arrow hits (1 HP non-lethal damage) and a sudden whoosh is heard but a moment later.
Fire Damage: 2d6 ⇒ (3, 5) = 8

The oil, or whatever it is, that coated Tarin also splashed on the floor in the doorway. Both Tarin and the floor continue to burn with bright red-orange flames that give off acrid black smoke.

Gin was running towards the door right behind Tarin, so make a Reflex save. You may choose whether you are planning to stop before the flames, or try to jump through the space in the first instant of ignition, before the flames reach high enough to impede travel.

NOTE: Though Seif and Gin were closer to the door, Tarin ended up being the first one through based on Gin delaying, and previously established initiative order.

MAP


Male Undine Monk of the Empty Hand/1

would my this movement be on this next round or would it just be a follow up from last round? I ask because Gin would not be keen to jump through fire, but if he was already part way in, he would continue as he would not want to abandon Tarin.


Current Map

It would be an extension of the last round. Gin was right behind Tarin, heading for the door. When the fire breaks out he either has to skid to halt, or jump through and continue the momentum.


Male Undine Monk of the Empty Hand/1

Wonderful. As the oil falls onto Tarrin and the floor, Gins skids around Tarrin trying to avoid knocking into him.
So yeah, I'll move through it
Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Acrobatic: 1d20 + 9 ⇒ (15) + 9 = 24
Acrobatic: 1d20 + 9 ⇒ (13) + 9 = 22


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Egads! Tarin's worst fear returns...dun dun DUN!


Current Map

As the oily liquid bursts into flames just before Gin, he makes a lightning quick decision and dives through the doorway. The flames shoot up around him, but he is essentially through the doorway and past the flames by the time they are fully burning. He lands lightly, and continues the movement rolling right to his feet. His leggings are slightly singed, but Gin is none the worse for wear.

You'll be standing in Q10.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon stands watch but flinches back as the flames douse Tarin. Show unseemly haste he quickly moves to the far side of the room from the flaming cleric.

"My powder..."


Male Undine Monk of the Empty Hand/1

Shocked by the flames on an around his companion, Gin does his best to keep himself between the pugwampis and his burned compaion was looking at the rules and there really isnt a way for me to help put out your flames (though rolling on the ground will give you a +4 to put them out assuming you dont roll into the burning puddle.

Gin moves to O10 (unless someone gets there first) and takes a swing at the pugwampi
attack:1d20 + 5 ⇒ (1) + 5 = 6
attack:1d20 + 5 ⇒ (2) + 5 = 7
dmg:1d6 + 1 ⇒ (1) + 1 = 2

Assuming one of the pugwampis that I can see shoots me, I'll use deflect arrows to negate it.


Hp: 9/11
DM Stormwind wrote:
NOTE: Though Seif and Gin were closer to the door, Tarin ended up being the first one through based on Gin delaying, and previously established initiative order.

Also it's much more interesting when the dude that gets torched has a massive case of pyrophobia :) Assuming Tarin can alter his plans after this event... ]

Brother Larvendi checks his run after becoming a living torch by diving to his left, attempting to douse the flames by rolling on the floor amongst the green vegetation. Those nearby can hear faint sounds of barely restrained screams as the cloaked half-elf frantically rolls around, swatting at the flames that envelope him.

From what I remember, it's a full-round to put out flames? I suppose I should make the check next round then? When can I actually start the full-round action?

Just checked. It says (CRB p160) that I get to make the roll to extinguish before I take any further damage in the next round. So I'll just wait for next round :)

Also - ouch!


Current Map

After Gin rolls to his feet, he redirects himself towards the closest pugwampi and attacks. Off balance from his swift turn, his attack sails over the tiny creature's head. It continues moving down the foyer, cautiously watching for the Undine behind him. The archer simply turns and runs without looking back, coving much more ground as a result.

It uses a withdraw action moving 60ft, the other uses a run, covering 120ft. The foyer is quite long, so he is still in view as a vague blur of motion in the darkness, running towards the sanctuary at the North end of the building.

Gin, pursue? As the others have not yet crossed the flames, they will likely be considered out of initiative. You are in a chase, and may continue as such if you like, or turn back and perform an aid other on Tarin. Tarin, no one will be attacking you, so make your roll to extinguish the flames.

Muqaq, you look at the flames and think that they are unlikely to be intense enough to harm you, unless you get the liquid stuck to you. Jumping through the doorway should be relatively safe, for you. It's only 5 ft, Acrobatics check of 5 with a running start.

MAP

Note: You are now out of the range of the unluck of the Pugwampis. Gin, if you pursue, you will be a special case of course.


Male Undine Monk of the Empty Hand/1

As much as I would love to smash them, I'll pass
Gin initially takes after the pugwampis but, seeing himself the only pursuer, stops and heads back to the group and help Tarin.
So yeah, I figure I basically wasted the round moving after them and then coming back. No sense in getting to far separated.


Hp: 9/11

Cheers Gin :)

Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17

Whew!


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"Tarin are you alright? Lets regroup and proceed after then into the sanctuary with caution."


Hp: 9/11

Having extinguished the scorching flames with Gin's help, Tarin rolls up onto his haunches, head down and breathing heavily. His white desert clothing and hood have been ravaged by the flames, and the newly-formed holes in his clothing reveal blackened, half-melted skin hanging from the friar's flesh. Tarin is shaking slightly, his hands clenching and unclenching, apparently unconsciously.

He appears in dire need of physical healing at least :)


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

"I'm...I'm sorry I couldn't help. If I catch fire most of this area will probably go away. And not in a good way."

Xanyon moves up cautiously, wary of any further fire traps.


Hp: 9/11

Tarin, still looking at floor, shakes his head, though whether in response to Xanyon's words or not is uncertain. His breath is hissing through obviously clenched teeth.


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"Seif, can you provide him any relief?" Muqaq says, an empathic pained look on his face.


(AC 25/16/20; HP 61/61; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 7

Seeing Tarin wincing, Seif-al-Din walks over to him, and, uttering a prayer to the Dawnflower, attempts to tend his wounds...

CLW: 1d8 + 1 ⇒ (6) + 1 = 7.


Hp: 9/11

Tarin twitches under Seif's initial touch, but he barely moves but for that. As Tarin's wounds begin to almost fully heal under Seif-al-Din's divinely guided hand, it becomes apparent that under his clothing, his newly-healed skin remains obviously fire-scarred. Through small, burnt gaps in his hood, it is apparent that his hair is sparse, wispy, and white. He keeps his head down for a few seconds, until his shaking stops. He then slowly straightens to a standing position.

"Thank you, Seif," Brother Larvendi growls. "My stupidity has cost you a measure of your power. I hope I can avoid anything like that happening again." Head still bowed, the friar takes a step back, picks up his blade, and awaits a decision on the party's immediate plans.

Cheers Seif :)


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Seeing that Tarin is going to be okay, Muqaq says to everyone. "Alright, lets be after them. Gin and Mohgwier, go scout out the sanctuary from the door. Keep quiet and try not to be seen, then come back and tell us what you see."


Male Undine Monk of the Empty Hand/1

Gin nods curtly and, after seeing that everyone is taken care of, quietly begins his trek down the hall the pugwampis ran through.
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Female Aasimar Summoner 2 | HP 20/20 | AC 15 (T 12, FF 13) | CMD 11 | F +2 | R +2 | W +6 | Init +2| Per +7

"Mohgwier and I are connected; he can only go so far before that connection begins to strain. I will have to go with them, or at least trail somewhat behind, if Mohgwier is going to scout ahead."

An Eidelon starts to take damage if he goes more than 100 ft away from the summoner.

Stealth: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Eidolon 2 | HP 22/22 | AC 18 (T 12, FF 16) | CMD 15 | F +4 | R +5 | W +0 | Init +2| Per +5

Mohgwier takes up a position mirroring Gin, but on the far side of the column. As Gin was said to be following the trail of the Pugwampi's who were running on the right, Mohgwier will advance down the left of the foyer.

Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Current Map

The two scouts, with Sati trailing behind at a safer distance behind, travel quietly down the foyer, called a Nave in this style of building, approaching where they expect the sanctuary. At the end, the sanctuary is blocked off by a series of wall hangings, that appear to have been removed from other sections of the monastery and pinned up here to separate the nave from the domed auditorium. In three places, boards can be seen sticking up from the ground from under the tapestries, at an odd angle, as though they are stuck into the ground beyond the screen. Small cuts appear at each, just large enough to allow a tiny creature to pass beneath the woven barriers.

A glance to each side reveals the arms of the Anch, where bas relief sculptures are just visible in the darkness, though of who or what cannot be seen from this distance.

There is no sign of the Pugwampi's, though tracks can be seen leading to and from the boards often enough to have formed 3 distinct trails.

MAP


Current Map

Any further actions from Gin or Mohgwier?


Male Undine Monk of the Empty Hand/1

Gin looks at the cloth barrier. Uncertain of the safety of sticking his head in, Gin pulls out a shiruken and uses it to tear a small hole to look through the tapestry on the right hand side.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

"We haven't heard from them in a while, do you think everything is ok up there?"


Current Map

Gin: Though starlight comes in through a few scattered holes in the ceiling, it is hard to make out any fine details in the room. It appears to be large, with a floor set some 10 ft below ground level (the area immediately following the curtains appears to be stairs). The large oval room has a vaulted, dome-like ceiling, and bits of rafters can be seen where light comes in from the outside sky. The room appears to be filled with pews or benches, and piles of junk and refuse lie about everywhere. However, without darkvision or a light source, it is impossible to tell more. You can't see anything moving in there.


Male Undine Monk of the Empty Hand/1

Wonderful, I have dark vision


Current Map
Gin Dharak wrote:
Wonderful, I have dark vision

So you do; it's Suli that don't. I got confused as to who had it, though to be fair, I'm not sure why Undines do get it.

The view.

As Gin's eyes adjust, the thick darkness of the sancuary starts to resolve into sharper images and shapes. He can now see that the room looks still, and that no pugwampi are immediately obvious. A flicker of movement is almost visible on the dais at the far end, but it is beyond the range of his vision. The room is indeed full of pews, as well as a large amount of garbage and piles of refuse. What first appeared to be piles of junk and garbage at the bottom of the stairs instead now appears to be piles of sharpened stakes, piled deliberately in order to harm anyone foolhearty enough to come crashing through the tapestries without first looking. At the bottom of each wooden ramp is a board mounted with more sharpened stakes, inviting Gin to think that caution is going to be advised when entering the room.


Male Undine Monk of the Empty Hand/1

true, the deepsight variant (lose darkvision 60 ft and get underwater darkvision 120 ft) makes more sense for them. Honestly, the biggest reason I didnt switch it out was because I felt that it would basically throw away darkvision as I doubt we will be swimming very much if at all. Though if you would feel it would be more inline with the character I'll switch it out

Gin, still unable to spot a pugwumpi, returns to the group and explains the situation in the room ahead. Couldnt see where they had gone. Though it seems that they've barricaded themselves in the next room with a few traps: spike pits and the like. Best not rush in there unless you feel like having a new piercing. If people are willing to make the jump, there are some holes on the roof we might fit through, though I'm uncertain how far a drop it is. No windows either so the only light are the dim stars shining through the holes. If this wasn't a temple I'd say smoke 'em out but as it is, I dont feel to keen on making a God angry...


Current Map
Gin Dharak wrote:
true, the deepsight variant (lose darkvision 60 ft and get underwater darkvision 120 ft) makes more sense for them. Honestly, the biggest reason I didnt switch it out was because I felt that it would basically throw away darkvision as I doubt we will be swimming very much if at all. Though if you would feel it would be more inline with the character I'll switch it out

No need to change anything, I was more wondering what the logical reason is for having it. Sometimes it feels like more races have darkvision than not. It's like somebody somewhere just said, "Supernatural lineage? Give it darkvision." I like it better when it makes sense. Dwarves, orcs, and drow should have darkvision, but many others make you wonder why. I have no intention of changing anything, it's just a general gripe.


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"I was going to suggest lighting it on fire as well. The structure is mostly made of stone, it'll probably be okay. If not, this place needs to be rebuilt anyway. If the rest of you think that's a horrible idea, those of us with ranged predilections can climb up to the roof and snipe through the holes while the fighters wade through the spikes."


Current Map

The majority of the structure is actually wood. If a fire were to get out of control, very little would be left to serve as the shelter Almah is seeking.


Hp: 9/11

Tarin tries to keep his breathing and heart rate normal at the thought of the raging inferno that the monastery would become.

Also, does anyone have mending, or prestidigitation? Poor old Tarin looks a fright at the moment...


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Well never mind then!


Current Map

Time passes quietly as the group deliberates their options. No sign of movement comes from the wall of tapestries that block off the entrance to the sanctuary. Every once and a while a screeching sound or the flapping of large feathered wings can be heard from the rooms off to the east, north of the residences through which the party entered.


Male Undine Monk of the Empty Hand/1

If we can't decide on what to do, we may want to just sneak through the spikes, they wont be expecting us to know about them


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"Okay, lets make two groups. Everyone who prefers to fight in melee with Seif. Everyone who prefers range with me. We'll advance together to the tapestry wall. We'll rip them down, and the ranged fighters will use their own fortifications against them. The meleers will advance slowly as a group and deal with any threats that emerge. Lets move."


Current Map

I was going to set up a map where you could adjust your positions yourself in order to get ready for the upcoming fight. However, Google Drive is not letting me upload any images at all at the moment, so I can't even repost the map. As a result, you'll have to describe your relative positions as best you can. Please roll for initiative and make a perception check when you post with your position. Two rolls for each d20 please, keep the lesser. Seif will roll two sets of two, keeping the lesser in each set, but not the overall two worst.

I would like to know where you will be standing right when you pull down the tapestries. Here is the last map uploaded for coordinate positions: Link

If you don't post, I will assume Sati and Xanyon will stay with Muqaq, arranged laterally, and that Mohgwier, Gin, and Tarin will be with Seif, likely in a 2x2 arrangement. Which aisle would you like to be positioned near (Right, left, or centre)?

Edit: Ok, I seem to have been able to trick Drive into letting me upload pictures by using Ctrl C/Ctrl V instead of the usual upload mechanic. As a result, you can now position yourself on the following map: Map


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Placed myself.


Male Oread Student of Stone Flowing Monk/4 Lore Warden 2 (AC 22/21/18, HP 53/53, Fort +9, Ref +8, Will +7)

Placed


Female Aasimar Summoner 2 | HP 20/20 | AC 15 (T 12, FF 13) | CMD 11 | F +2 | R +2 | W +6 | Init +2| Per +7

Sati and Mohgwier are in position. Sati will stay back and fight from range, while Mohgwier will go in with the melee fighters.

As the team gets into position, Sati leans down and touches Mohgwier's head, casting Magic Fang.


Current Map

It's been quiet lately... Waiting for Seif and Tarin; Xanyon said he'd likely be unable to post. We'll place him as a result. We can proceed as soon as the others check in.


Hp: 9/11

Sorry, I'm on tour with only my iPad, which won't seem to place my icon... I'll go to L12 if that suits.


Current Map

Suits just fine. Seif appears to be MIA, so we'll autopilot him for the moment. Please post any prep or auto buffing you want to do, or you'll be assumed to be going in as is.

We'll start whenever someone makes a move to either pull down a tapestry, or move inside one.

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