Citadel of Flame T1 (Inactive)

Game Master Baerlie

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Grand Lodge

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Hamshanks ignored all pretense of pleasantries as he pounded into the meeting room in the Grand Lodge in Absalom. "Never time to do it right, is there? Gorum see us through this, then." He grunted loudly and leveled his glare at the entire room. "Ever been to Qadira? Religion is almost a fad down there, with new cults springing up like weeds and getting crushed just as quickly. It has been that way for centuries. But some make a mark — on Qadira or in the Chronicles. Three centuries ago, the archdevil Moloch, preaching surrender to the desert heat, suddenly became the rage. Qadirans walked into the desert just to die just as if the heat was their paradise. The most devout sought out the hidden Citadel of Flame, where a fearsome bull-headed idol of Moloch judged them and sent the worthy to Malebolge, the sixth layer of Hell. No surprise that Sarenrae’s priests launched a mighty crusade to demolish the citadel. After two weeks, a great sandstorm swallowed the expedition — and, it seemed, the citadel and its idol. Nothing more was heard from either. Until ten days ago, that is. Sandstorms regularly scour the Qadiran highlands, and this time they emptied an entire valley of dunes. Poking out of that valley, visible only to those soaring above — such as a flying Pathfinder wizard — was the lofty spire of a fortress: the Citadel of Flame, presumably. Hopefully we are the first to learn about its reappearance and we need to act fast. The Decemvirate doesn’t expect any trouble, so they’re sending you. But I do expect trouble — who knows what’s infesting that citadel? Get in there fast and find that idol — it could be the key to the entire cult. It’s likely statue-sized, maybe as big as me, and should have a bull’s head on it. And for Gorum’s sake be careful."

Hamshanks waits and looks at you. Waiting for questions.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

.....

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Glancing around at her associates... I should be well defended...
"After the initial burying of the temple did the cult dissipate or have they stayed active? Any recent activity?"

Grand Lodge

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"The cult disappeared, there was no activity in the past 300 years. No recent activity."

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

Dot it!
Lones, taller with black long hair, reacts to "Gorum" word said by Hamshanks.
He speaks seriously, "Is you's God Gorum? If so, i glad that i am able to work with you."
"Oh, excuse me for discourtesy. Would you tell me the cult that you know."

Can Lone uses Knowledge (religion) Skill for the cult?

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

Arthrax scratches his head, lost in thought. He looks up at Hamshanks, "Does this statue have any powers related to it? Or is it just a lump of stone? Also, can we get some desert supplies? I have a feeling we are poorly equipped for desert travel, at the moment..."

He looks around at his fellow Pathfinders, trying to get a measure of them.

Grand Lodge

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Yes, Lone can use his knowledge skills to find out more about the cult

"It is very likely that the statue has powers, but we don't know which powers it has. I can only advise you to be very careful. The Society can lend you clothes for hot weather, some umbrellas and chill cream. I'm afraid that's all we can afford at the moment."

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

Thanks! GM
While Lone is hearing other, thinks to cult.
Knowledge (religion): 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Knowledge Nature: 1d20 + 9 ⇒ (10) + 9 = 19
Any tips on desert gear?
"What do you recommend us to buy for this trek? Anything in particular we should be on watch for other then the cult?"

Grand Lodge

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Lone knows that three hundred years ago, during one of the fiercest heat waves ever recorded on the long rolls of the Padishah Emperor, the cult of Moloch, archdevil of Malebolge and so-called God of Fires, spread honeyed words through the many markets of Sedeq and Dimayen and the small towns in between. Some of the Qadiran people, fearful of the sandstorms and unbearable temperatures scouring the desert, embraced these new prophets with a fervor that frightened the satrap. The streets seethed, fanning the flames of disquiet. The leaders of the cult of Moloch argued that the heat itself was holy, a landmark guiding Qadira to paradise but in truth they were encouraging their fellow Qadirans to risk the desert’s heat so that hundreds would die and the leaders of Moloch’s cult could claim to their god that they had made a great sacrifice for him.

Soon many Qadirans trekked alone into the dunes, giving their lives to the inimitable desert, and young Qadiran lovers immolated themselves in the hopes of reuniting in the f iery paradise beyond. All of these events increased the Moloch cult’s power in the eyes of the archdevil of Malebolge. Only the bravest of these enraptured souls were urged to seek the towering spires of the Citadel of Flame, the hidden home of the cult deep in the southern Meraz. There they would pay obeisance to a fantastically magical bull-headed idol of the cult’s deity. Most failed in their quest, perishing of thirst or in violent sandstorms and thus adding to the cult’s sacrif ice, and still more were judged unworthy and murdered. But those few who passed burned with an unholy flame so intense that it transformed their very souls into creatures of fire.

Grand Lodge

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"Apart from clothes for hot weather, umbrellas and chill cream there's not much you can do. Make sure you have enough water, at least thee to four times as much as you would consume in moderate temperature. There won't be much danger in the desert apart the heat and the sandtorms."

The journey to the citadel is not that long. You don't have to camp somewhere, from Sedeq you make it there and back again within one day.

While we wait for the last player to join, please feel free to introduce your characters.

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

"I recall it's cult now, it's crazy cult. we might be careful for fire magic or trap. "
Lone tell his knowledge to other member.

Ok, I stay. :)

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"I am Winella the Hexing Witch, I can heal minor injuries and debilitate foes with my mind."
Looking around at the others...

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

"Arthrax Bellringer. I can debilitate foes with my axe. Pretty useless, otherwise." The large man chuckles, looking to their other comrades.

Of course, the man will gladly accept any hot-weather equipment that gets passed to them, and will even offer to carry extra gear for others with a less sturdy frame.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

From a back corner, suddenly a shadow moves in restless impatience. A hooded figure leans forward into the light and you can see that he looks.. different.. nubs protrude from his forehead and he carries a darkness around him that seems part security blanket and part shield. "Sir. With all of the deaths that this cult caused, what are the possibilities of meeting up with any undead?" Awen looks about the group studying them. "I am well equiped, even eager to meet these unnatural foes, but my companions may not be such."

-Posted with Wayfinder

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

"Who would be the navigator for our group, I have many abilities navigation is certainly not one of them, Awen perhaps seems capable for such a task. What do you say? Is there a map or directions to follow?"
Gesturing to Awen when I say his name then back to Hamshanks when asking for directions.
How do you like wayfinder?

Grand Lodge

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"I think undead are not the problem, I'm afraid you are going to face on or the other devil kind in the citadel. Oh yes, I have a description of the path to the citadel." Hamshanks says and hands you the directions.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

actually I really like it. It is easy to check and post in the games, and has all of the coding preset so all you have to do is hit the "speach" or "ooc" buttons. The dice roller is really easy too

Awen takes the directions and maps that are offered, and says "I am capable of getting us there. That will not be a problem. If no one else has questions I suggest that we get going."

-Posted with Wayfinder

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

"Ok, I have no questions ... Sorry, I no say myname. I am Lone Sticker, Gorum Cleric. Please no forget. Let's make good work with me."
Lone says and friendly smiles.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Winella takes her leave and purchases some desert appropriate clothing, rations and plenty of waterskins,"Lone I think you are capable of making water is that correct?"
3 waterskins, hot weather outfit 11gp

Grand Lodge

Male Ifrit Sorcerer 2, HP 14, Spells (1/6), AC 13/13/10, Saves 2/3/3, Init +3, Perception -1, Fire ray 7/7

"My name is Gregory, but my tribal name is Talonwile. I am used to the heat, and my sorceries complement them."

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

Thinking the woman was probably more clever than he was, he purchases the same things she does.

3 waterskins, hot weather outfit 11 gp

"Let's be off! The last adventure I was on for the Pathfinder Society was a stupid murder mystery that completely escaped me, for the most part! This seems a bit more straightforward!" Arthrax grins at this last, his preference for straightforward things quite evident.

Grand Lodge

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Once you are ready to leave Absalom and travel to Sedeq. The voyage is short and without incidents. If you want to purchase something in Sedeq, it's fine

Now, after a swift voyage to Sedeq and a tiring trek through the endless Qadiran dunes, the sun beats down on a maze of red slickstone, with delicate arches and towering columns called hoodoos dotting the landscape. Somewhere within this expanse lies the Citadel of Flame and within, the idol of Moloch.

You got a description how to find the path to the citadel. It's easy to find for you.

The path descends through a maze of cliffs, opening into a slot canyon of smooth red stone surrounded by towering hoodoos. At the far side, two hoodoos carved into enormous bull-headed men leer down on the canyon, while those nearby look like stylized flames. To either side, the canyon walls rise steeply in a series of rough ledges to the clifftops above. Brass doors on a massive wall of baked gray mud can be seen through an arch at the far side of the canyon.

Map updated

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

After the Meeting, He was going out.
So Lone minds Winella advises, He needs to wish gorum in a hurry.
"Yeahhh!!" ... His face was glad.

GM, Can Lone changes from "mending" to "Create Water" in his prepare magic?
Also, buys 3 waterskins, hot weather outfit 11gp.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Umm... no map...
Awen takes a look around, cooly appraising the area and assessing what comes next
Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Grand Lodge

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Hm, the page somehow did not save the url, sorry. It should be there now. Above the campaign tabs.

Awen looks around and spots faint scorch marks crisscrossing the valley floor.

Kn. Planes DC 15:
Fire elementals are present. They hide behind two hoodoos, one on the north and one on the south side of the canyon.

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

Arthrax takes a look at what Awen points out and shrugs. Seeing something scorched in this landscape wasn't very surprising to him. Still, he draws his axe and shield, getting ready to enter a potentially hostile environment.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Seeing nothing moving in the valley, Awen motions the group forward. "This appears to be the place, but let's be careful. There's no telling what may still be here!" As they move into the valley, Awen nocks an arrow to his bow and maintains a vigilant guard
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

-Posted with Wayfinder

Grand Lodge

Male Ifrit Sorcerer 2, HP 14, Spells (1/6), AC 13/13/10, Saves 2/3/3, Init +3, Perception -1, Fire ray 7/7

Sorry it took me so long to set up the avatar. I'll assume I'm behind everyone else.

Gregory follows behind the others, reveling in the warm environment.

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

Lone sees fire elemental, asks to party in a small voice.
"Are they our opponents? I don't decisions. What do you think?"
But Lone ready to attack them.

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Lone; did you roll a knowledge for knowing those elementals are there?

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Speaking of which.. if you will allow an untrained check,
Knowledge Planes: 1d20 ⇒ 19 I will wait until Gm Baerlie weighs in before I go further.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Knowledge Planes: 1d20 + 9 ⇒ (15) + 9 = 24
"Those are fire elementals by the statues, be on your watch!
Assuming good enough of a roll to know cold weakness

:
"Cold should work well on these creatures if anyone can

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

Arthrax grows a bit wary. "Ummmm...will an axe hurt them?" Assuming Winella answers an affirmative, he nods, growing much more relaxed. He takes the lead going in, seeing as he is perhaps the best armored of the group.

Grand Lodge

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Awen knows that the creatures which created the scorch marks on the valley floor are fire elementals. Winella knows more about them. She can see that they are smaller than usual Small Fire Elementals, they are immune to fire and vulnerable to cold. A hit of a fire elemental burns the opponent and the opponent might catch on fire. Burn special attack and immune to elemental traits

As soon as the fire elementals see Arthrax approaching the center of the canyon they attack.

GM:

Ini Fire Elemental red: 1d20 + 5 ⇒ (9) + 5 = 14
Ini Fire Elemental orange: 1d20 + 5 ⇒ (20) + 5 = 25
Ini Arthrax: 1d20 + 1 ⇒ (5) + 1 = 6
Ini Awen: 1d20 + 3 ⇒ (18) + 3 = 21
Ini Gregory: 1d20 + 3 ⇒ (2) + 3 = 5
Ini Lone: 1d20 + 0 ⇒ (17) + 0 = 17
Ini Winella: 1d20 + 8 ⇒ (17) + 8 = 25

Round 1
Winella
Elemental orange
Awen
Lone
Elemental red
Arthrax
Gregory

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

Moving past Gregory, Winella squints at the Red elemental with almost a dirty look:
Misfortune D/C 16
"Lets see if I can ruin their day..."

Grand Lodge

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Will DC16: 1d20 + 0 ⇒ (6) + 0 = 6

Winella jinxes the elemental near the south end of the canyon and ruins it's day. The elemental on the other side appraoches Awen and tries to hit him.
Slam: 1d20 + 4 ⇒ (15) + 4 = 19 Damage + Burn: 1d4 + 1d4 ⇒ (4) + (3) = 7
DC 11 reflex or catch on fire

Round 1
Winella
Elemental orange
Awen
Lone
Elemental red
Arthrax
Gregory

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

reeling from the blow, Awen looses an arrow that flies harmlessly into the air. He then jumps back from the heat of the beast to give himself some room to draw his blade.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Reflex Save: 1d20 + 8 ⇒ (11) + 8 = 19

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

GM, Could we please have a discussion tab? :-)

Grand Lodge

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Sorry, completely forgot about that. It's there now.

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

sorry, I miss. > awen
Lone who walks near elemental orange draws his sword smartly.
He attacks elemental orange with sword which his two arms holds.

Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15

EDIT: Critical Check (Great Sword 19-20 range)
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13

missing to damage modifer, fixed ><.

Grand Lodge

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Awen feels the heat of the elemental and jumps back fast enough to avoid further damage. With a hurting arm it is not easy to aim well so his arrow goes wide and hits one of the hoodoos. Lone swings his great sword at the elemental which just attacked Awen and kills it. The remaining elemental moves across the canyon and approaches Arthrax and Gregory and slams it's fiery arms at 1d2 ⇒ 1 Arthrax. The fighter dodges the attack easily.
Fiery Slam: 1d20 + 4 ⇒ (7) + 4 = 11

Round 1
Winella
Elemental orange
Awen
Lone
Elemental red
Arthrax
Gregory

Grand Lodge

Male Human Fighter 4 / AC 25 T 12 FF 23 / HP 40/40 / F+7 R+3 W+2 / Init+1 / Perception+1

Seeing that Lone's great sword was very effective, Arthrax launches an attack with his axe.

Axe: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Ifrit Sorcerer 2, HP 14, Spells (1/6), AC 13/13/10, Saves 2/3/3, Init +3, Perception -1, Fire ray 7/7

Gregory will shoot his crossbow at the elementsl provoking an attack of opportunity attack into melee and damage: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 11d10 ⇒ 10, then walk past the elemental provoking another attack of opportunity from it and will drop his crossbow and get out his punching dagger.

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

*Cackle* I think open mocking instead of laughing works for me
"These creatures are pathetic, kill it and lets move on already."

Grand Lodge

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Arthrax swings his axe at the fire elemental in front of him. He almost hits it, but in the last moment the axe swings through hot air. Gregory shoots his crossbow, but the bolt goes wide and hits the floor. He moves to the other side of the elemental and creates a flanking opportunity for Arthrax.

AoO Elemental
The elemental sees Gregory moving to the other side and tries to hit him with it's fiery fists but also misses.
Slam: 1d20 + 4 ⇒ (5) + 4 = 9

Round 2
Winella
Awen
Lone
Elemental red
Arthrax
Gregory

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Awen rolls around the Hoodoo statue and attacks the elemental with his Longsword, but misses his footing, and the swing goes wide.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
The dice dont like me in this game... Can I get new dice?? lol

Grand Lodge

F Human Witch 1 [hp 8] [Init +8] [AC 12, T12, FF10] [Fort +1, Ref +2, Will +2][CMB-2, CMD 10] [Perc +6]

The elemental has misfortune and should be rolling twice for failure, not that he has been successful... and the cackle was my turn.

Grand Lodge

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New dice for everybody!

@Winella: thanks for reminding me, will put it in the turn order.

Winella mocks the elemental, because it's smaller than it's brothers and sisters. Awen swings his longsword at the remaining elemental but misses his target.

Round 2
Winella
Awen
Lone
Elemental red misfortune 1r
Arthrax
Gregory

Grand Lodge

Male Human Cleric/1 HP 14/14, AC 15, 10, 15, saves F 3, R 0, W 4, cmb +2, cmd 12, init +1

Lone feelst hat Awen and Winella make a chances, attacks elemental as soon as he walks.

Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13

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