DoubleGold's Legacy of Fire (Inactive)

Game Master DoubleGold

Loot List:
671 GP
Tempest: can change into any +1 one handed simple or martial melee weapon. has more effects at higher levels.
chime of opening with 4 charges left.
map


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Female Halfling Bard/3

Coming to the chorus of her song, Ilia backs up to the statue of Sarenrae and looses another arrow at whichever baboon is still alive.

Attack: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Remember everyone, Ilia's still singing, so you still get +1 competence bonus to attack, damage, and saves vs. charm and fear


DungeonMaster

Number 3 is the only one alive, other two people who haven't gone yet, kick some butt.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Belsiard moves up and attempts to stab it with his longspear

Longspear: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 for 1d6 - 3 + 1 ⇒ (6) - 3 + 1 = 4


DungeonMaster

Besiard pierces through it, ending combat. Nothing of interest in this room. What do heroes want to do now?


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Roscoe gestures to his companions that he will go first at the slimes, going back quietly into the room, hoping that their fights have gone unnoticed.

Stealth take 10: 10 + 4 = 14

He will wait in the room for his companions before moving up to the northern room with the slimes, and tosses one of the vials in his bandolier at it.

Stealth take 10: 10 + 4 = 14
Alkali Flask Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Alkali Flask Damage: 2d6 ⇒ (5, 2) = 7

If my actions instead call for a regular combat sequence, please cancel my attack rolls unless I get to go first among our group.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Belsiard pulls out his Spear, knowing that there is little that he can do against slime.

1d20 + 2 ⇒ (12) + 2 = 14 Aid another for defense for whoever is in melee


DungeonMaster
Belsiard the Wanderer wrote:

Belsiard pulls out his Spear, knowing that there is little that he can do against slime.

1d20+2 Aid another for defense for whoever is in melee

Others can still join in.

And actually these slime things have no damage reduction whatsover. They aren't actually slime, they are slime molds, like jello


Male Human(Kellish) Swashbuckler 1

Fuarqh will move over and cast burning hands on the right slime.

3d4 + 3 ⇒ (2, 1, 2) + 3 = 8


Female Halfling Bard/3

Ilia waits until after the first (sneak) attack to come into range, still singing. She looses another arrow at the slime to the east, unless it's dead, in which case the slime to the west.

attack: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
damage: 1d4 + 1 ⇒ (2) + 1 = 3


DungeonMaster
Fuarqh Qeshyahar wrote:

Fuarqh will move over and cast burning hands on the right slime.

3d4+3

2d4, remember? 1 extra d4 every 2 levels beyond first, unless I misread it.

Anyway hereos overkill one slime

the alive slim will try to slam and engulf fuarqh. attack: -3 + 1d20 ⇒ -3 + (10) = 7

Party is up again


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 2 ⇒ (20) + 2 = 22 for 1d6 - 2 ⇒ (1) - 2 = -1

Another stab with the spear


DungeonMaster

Okay, but that was a crit, which I'm not going to bother to confirm. Dead.
That was the mess hall. 3 long wooden tables and dozens of chairs that once lined this mess hall are in shambels, mostly rotted away with passage of years. This is a place where heroes can rest later. Also heroes determine that the slimes didn't orignally come from this room. Where to now?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

i moved myself to another room, will check that one next


Female Halfling Bard/3

Ilia finishes her song, and follows Belsiard.


Male Human(Kellish) Swashbuckler 1

It's 1d4 per caster level. Thus 3d4 at level 3. The +3 is from my bloodline arcana which give +1 for every die used in my spells as long it has the fire desciptor.

Fuarqh will also follow Belsiard.


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Phew... all this sneaking, I don't like it very much.

"How are you guys?" Roscoe asks as he takes his time to scour the room with the slimes for any valuables.

Perception, take 20: 20 = 20


DungeonMaster

belsiard examines the kitchen. Pugwampis. Surprise attacks. go


DungeonMaster
Roscoe of Sarenrae wrote:

Phew... all this sneaking, I don't like it very much.

"How are you guys?" Roscoe asks as he takes his time to scour the room with the slimes for any valuables.

[dice=Perception, take 20]20

Nothing there, it is a mess hall. You do notice that the furniture is in need of good repair.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

BELSIARD does a partial charge with his electric touch

Electric Touch: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 for 1d6 + 2 ⇒ (5) + 2 = 7


DungeonMaster

which kills one of 3.


Female Halfling Bard/3

Ilia begins another song to Inspire Courage.

Perform (Sing): 1d20 + 11 ⇒ (8) + 11 = 19

I know she doesn't have a shotgun, but "revolver" doesn't work in the song. Sorry, Belsiard, but everyone else gets a +1 to attack and damage from here on out.


DungeonMaster

The other 2 are still up.


Male Human(Kellish) Swashbuckler 1

Fuarqh will take a swing at the creatures with his scimitar.

Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Roscoe dashes to the next room upon hearing the sounds of battle.
Don't they ever end?

double move


DungeonMaster

init: 1 + 1d20 ⇒ 1 + (12) = 13
init: 1 + 1d20 ⇒ 1 + (1) = 2 beat their init and you can act before it in round 1.


Male Human(Kellish) Swashbuckler 1

Init: 1d20 + 1 ⇒ (15) + 1 = 16


DungeonMaster

at Fuarqh. You score higher than both, go ahead and post your attack. Unless you are waiting for others.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Electric Touch: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19 for 1d6 + 2 ⇒ (5) + 2 = 7

Bel moves and attacks the closest


Male Human(Kellish) Swashbuckler 1

Fuarqh swings his sword at one of the puwangis

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
I looked at my stats and realize that my attack should have been +3 and not a +1.

Crit: 1d20 + 3 ⇒ (19) + 3 = 22

Damage: 1d6 + 1 ⇒ (2) + 1 = 3x2 = 6


Female Halfling Bard/3

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Will act after first pugwampi acc. initiative


DungeonMaster

They are dead. that was the kitchen with no edible food, just broken objects and the pugwampis making a mess of the place.

Now what heroes?


Female Halfling Bard/3

Ilia checks the southwestern-most door for traps & locks, and Detects any Magic that might be associated therewith.


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

"Guys, let's go this way" Roscoe calls out, moving to the lower chamber and peers into the eastern opening.

Perception: 1d20 ⇒ 9

Lots of random creatures so far, but nothing interesting yet... I hope Sarenrae's presence would guide us to victory nonetheless.


DungeonMaster

At Ilia, leads to second floor

At Roscoe: This is the library: And Almah has claimed this place here with guards, no enemies get in or out. You find some loot and some books if you are interested in learning. Almah knows which ones are useful.


Male Human(Kellish) Swashbuckler 1

Fuarqh looks through the books that might be of interest.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Male Human(Kellish) Swashbuckler 1

I'm going to be away for the weekend so I won't be able to post until Monday.


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

I'm not going to be able to post as often maybe for one week. A typhoon just hit our area and we don't have power at home. FYI


Female Halfling Bard/3

...a typhoon? And I thought I had problems. Prayers are with you.

Making her way to the library, Ilia drips ink behind her so she'll remember how to get back to the staircase. Once she arrives, she collects the aforementioned loot.


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Roscoe casts Detect Magic and scans the shelves.

"Which items did you find interesting here Ilia?"


DungeonMaster
Fuarqh Qeshyahar wrote:

Fuarqh looks through the books that might be of interest.

[dice=Perception]1d20+6

with that perception check, nada.

At Roscue, no magic here.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Should we move on?


Female Halfling Bard/3

Certainly, but I'd like to know what's in the loot first...


DungeonMaster

I already added the loot, it was gold, instead of 55 at the top it is 355 at the top. I'll have people divide up the gold when the number is divisible by 4, which it isn't yet.


Male Halfling | Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Roscoe proceeds to the other side of the library and peers into the next chamber, wary of traps and enemies.

Perception: 1d20 ⇒ 14


Female Halfling Bard/3

Sorry, missed that.

"Yes, let's! I found a stair case across the hall, wanna see where it goes?"


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Absolutely! Bel gently pushes Ilia in front of him


Female Halfling Bard/3

"Wonderful!" Ilia says, prancing along the way. Coming up to the staircase, she inspects it for traps and decay.

perception: 1d20 + 8 ⇒ (9) + 8 = 17


DungeonMaster

Roscue sees just hallway, but a sculpture. Knowledge history to id.

At Ilia drawing it out is a lot of work,, so here is the second floor maps the downer left image is the second floor. the downer right image is the 3rd floor. Actually what you see is the basement, because the stairs don't lead up but down. the stairs that lead to the floor above this one is found clear to the right side of the map.

Any particular rooms you want to explore on the 2nd floor or want to finish the first?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Finish 1


DungeonMaster

okay so where do heroes go now?

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