Caffeine_Addict's Legacy of Fire (Inactive)

Game Master Andrew Van Werkhoven

Legacy of Fire adventure path


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Male Human Cleric/1

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Survival: 1d20 + 3 ⇒ (10) + 3 = 13

Bahram spots the odd marks leading from the camp, but soon looses them in the rocks and sand.


Female Human Sorcerer 1

Perception:
1d20 - 1 ⇒ (8) - 1 = 7

Survival:
1d20 - 1 ⇒ (1) - 1 = 0

Mirah sees nothing out of the ordinary.


Female Human (Keleshite) Conjurer (Teleporter) 1

Trying to stay in the center on the small party, and not to let her nervousness show, Aisha carefully scans her surroundings, ready to react at the slightest sign of danger.

Perched on her shoulder, a large and majestic hawk, Isis, her familiar, squirms and moves her head in every direction, ready to spot anything and thrilled at the idea of this most unusual hunt.

Aisha Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Aisha Survival: 1d20 - 1 ⇒ (20) - 1 = 19

Isis Perception: 1d20 + 14 ⇒ (11) + 14 = 25


Male Human Fighter 1

Survival: 1d20 + 5 ⇒ (17) + 5 = 22

With his buckler and axe firmly in hand, Dhakir crouches over the tracks once again. After a moment of study he points to the northwest, "The tracks head in that direction." He takes another moment to study the trail before adding, "Whoever these tracks belong to, it appears they have taken a prisoner. A goat."

Without further direction, Dhakir begins heading in the direction he had gestured, careful to stay within the radius of Mirah's illuminating coin.


Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Survival: 1d20 + 6 ⇒ (16) + 6 = 22

Cahal shrugs as no one seems to take the lead. He joins at the head of the group and has a look at the tracks: "Must be pugwampis. There's a lot of them. They lead in the country. But look here! Seems a goat has been pulled away from camp. Seems like the best place to start. They can't be far!"

With wide steps, he barrels forward If the goat's dead, we'll cook it!.


Male Human Rogue/1

Perception:1d20 + 4 ⇒ (4) + 4 = 8
Survival:1d20 ⇒ 3

Mahmoud looks around, unable to make out anything in the shifting sands. When Dhakir and Cahal call out that they've found tracks, he pulls his sword from its scabbard and follows, his heart threatening to pound through his chest.

Grand Lodge

After following the trail for several hundred feet, you start to feel an inexplicable rise in the natural tension of the environment, as if you expect something terrible to happen, even though nothing about the terrain has changed. Soon, a sound not unlike the brief cry of a human child comes out of the darkness ahead.

As you progress towards the sound, the local cacti grow more and more intesne, until you find yourselves at the edge of a dense thicket of the prickly plants.

The sound of a bleating goat is now obvious to everyone, and it seems to be coming from somewhere deep within the cacti.

I'll need acrobatics checks from everyone who wishes to try navigate the cacti without skewering themselves. I'll also need you to roll twice and take the lowest number any time you attempt a roll that uses a d20.


Male Human Rogue/1

Curious...why are we rolling twice?

Acrobatics:
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (2) + 7 = 9


Female Human Sorcerer 1

As a sense of unease courses through Mirah, she decides to take precautions. Mirah casts Mage Armor on herself as the tension in the area rises. Coin in hand, Mirah follows those who head into the cacti. I'm not too concerned where in the marching order Mirah goes, but she'll try to assist as best able with the light spell.

Acrobatics:
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (15) + 2 = 17


Female Human (Keleshite) Conjurer (Teleporter) 1

Steeling her resolve, Aisha takes her small crossbow off her shoulder, carefully loads a bolt in it, and weapon in hand follows the others into the cacti, still trying to remain in the middle of the group.

Acrobatics:
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (20) + 2 = 22


Male Human Fighter 1

Acrobatics:
1d20 - 1 ⇒ (18) - 1 = 17
1d20 - 1 ⇒ (12) - 1 = 11

Dhakir adjusts his grip on the axe to a position better suited for combat. Spying a gap in the cacti, he rushes into the maze of prickly thorns, but the plants quickly get more dense as he moves deeper into the thicket. Heedless of the tiny spikes, he quickly moves in the direction of the goat's bleating.


Male Human Cleric/1

Watching the others dive into the prickly forest, Bahram calls out, "Perhaps it is best if I wait here. I can go for help if it is needed!" He nods once in the general direction the others went, then keeps his eyes and ears open and his sword in hand.


Cahal is about to say we should just hack their way in instead, but they have already started to maneuver through: "We just need a Pug as proof..." And a goat as lunch!

He grabs a javelin and inspect the cacti around the groups, ready to fire.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

You start to pick your way carefully through the cacti when you hear swearing from Dashki, 'My foot! of all the times to loose a shoe.'

Mahmoud trips on an unseen root and stumbles into Mirah, causing you both to spike yourselves. Aisha proceeds along, crossbow in hand, only to have a cactus spike hook itself through the crossbow string, narrowly missing setting it off, but the pull unbalances her and she too finds herself with a nasty hole. Dhakir, plowing through the cacti seems to find himself walking into more then he is avoiding.

As you progress through the cacti your luck seems to keep taking a turn for the worse, everything you attempt seems to be rigged against you.

Eventually you emerge on a thin strip of open land at the edge of a 15-foot-wide ravine, Dashki first, followed bye the other 4. A casual glance down the ege reveals a huge multi-armed, wickedly barbed cactus dominating the ground 10 feet below the ledge, almost directly below where the sad little goat Rombard has been lazily tied to a scrub bush. He's covered with cactus quills and doesn't stay still, braying with fear, making it difficult to free him.

Dashki, Mahmoud, Mirah and Aisha each take 2 hitpoints worth of damage, and Dhakir takes 3.


Female Human Sorcerer 1

Taking a moment to pull out a couple quills first, Mirah spreads the light from her coin over the area in a searching manner. "Are you certain the goat didn't make the tracks you saw?"


Male Human Cleric/1

Hearing the various expressions of pain and anger coming from the searchers in the cacti forest, Bahram calls out,"Is everything alright? Is everyone ok??"


Female Human (Keleshite) Conjurer (Teleporter) 1

Forcing herself to ignore the pain caused by the cactus quills still puncturing her thighs, Aisha tries to assess the situation.

The strange tracks, the cacti field, now the goat tied to a bush... The goat tied to a bush... The goat TIED to a bush, on a thin strip of land, at the edge of a ravine!?

Someone must have done this! She quickly looks around, looking for clues. Could it still be here? Could this be a trap!?

"Don't lower your guard! Some manner of creature tied the goat down, possibly as bait! It could still be here somewhere, this could be some sort of trap!"

Aisha Perception 1d20 + 2 ⇒ (13) + 2 = 15
Isis Perception 1d20 + 14 ⇒ (11) + 14 = 25


Male Human Fighter 1

Having suffered far worse tortures in the past, Dhakir is able to ignore the pain emanating from the the multitude of spines that pierce his flesh. Absently, he pulls one or two out as he speaks, "The goat's were not the only tracks I saw. I am not mistaken - unless someone can explain how the animal managed to tie itself to that bush."

He takes a moment to study the situation, searching for signs that things are not all that they appear.

Perception:
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (18) + 1 = 19

Assuming nobody spots any immediate danger, Dhakir will approach the goat, weapon still in-hand, and free the goat.


Female Human Sorcerer 1

Mirah tenses at the mention of the rope, and feels her face flush. Fortunate for her it is mostly covered. That was a foolish mistake. A mistake like that could cost me my life out here. She follows Dhakir, using the coin to provide illumination.

perception:
1d20 - 1 ⇒ (7) - 1 = 6
1d20 - 1 ⇒ (13) - 1 = 12


Female Human (Keleshite) Conjurer (Teleporter) 1

I just realized I should have rolled twice for Perception, not once. Here are the other 2 rolls (and sorry about that).

Aisha Perception first roll: 15
Aisha Perception second roll: 1d20 + 2 ⇒ (16) + 2 = 18

Isis Perception first roll: 25
Isis Perception second roll: 1d20 + 14 ⇒ (16) + 14 = 30


Bahram the Golden wrote:
Hearing the various expressions of pain and anger coming from the searchers in the cacti forest, Bahram calls out,"Is everything alright? Is everyone ok??"

Cahal seems worried and plead to the priest and his goddess: "Bahram, do you see anything? I don't care much I'm afraid for the gods, for they have played tricks on me, but if yours has compassion, we need her gift, for our companions seem to be in a dire spot."


Male Human Cleric/1

Bahram calls out, "I cannot see anything from where I am. Have you found the creature yet? Is anyone injured? I can come in if you need assistance!"


Male Human Rogue/1

Perception:
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

The five of you see nothing but the goat.

Isis:
Isis sees a creature about 2 foot tall hiding behind a nearby rock, clutching at an oversized dagger.


Female Human (Keleshite) Conjurer (Teleporter) 1

Alerted by her familiar's cry of alarm resonating in her mind, Aisha turns her attention to the rock nearby, and the small creature hiding behind it.

"It's there!" She shouts, pointing her torch in the creature's direction. "Behind that rock, over there! Don't let it get away!"

Should we roll once or twice for initiative (and attack rolls, damage rolls, and so on)? I mean is the "roll twice, use lowest" still in effect? In any case, I'll roll twice just to be sure, and if you need just one roll take the first!

Initiative:
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

I'm out at a friends at the moment, don't remember the full description. It's supposed to be a bad luck aura though. Roll once for initiative, twice for attacks, skill checks and saves i think.


Male Human Rogue/1

Mahmoud jumps, startled by Aisha's cry.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


Female Human Sorcerer 1

Inish: 1d20 + 2 ⇒ (11) + 2 = 13


Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Cahal looks to the place Aisha is pointing to see if he can get there, or at least a javelin...

Grand Lodge

Map

That's very rough, I'll try put more effort into it in the future, if you want to arrange your characters avatars where they would be, that'd be great, and I'll post up first round tomorrow (My time)


Female Human Sorcerer 1

The browser here at work is a pain and isn't correctly loading google docs. I can edit when I get home (about 6:30 CST), or feel free to move me. I was following Dhakir with the light so near him would be appropriate.

Grand Lodge

Initiative order so far, Please put the round number in bold at the header of your posts so I can easily track it, feel free to post up your actions before Dhakir and Bahram roll initiative, when they get a chance they can just slot in.

Cahal 19
Aisha 18
Mirah 13
Pugwampi 9
Mahmoud 6

Dhakir and Bahram:
Because of the thickness of the cacti, and the dark night, all you can make out is the flicker of light on the other side, there is no line of sight, and you can't tell whats going on except for the noise, which you can hear easily.


Male Human Fighter 1

Was that suppose to be for Cahal and Bahram?

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

At the sound of Aisha's cry, Dhakir turns toward the woman and then looks in the direction she's pointing. With his axe already in hand, he disregards the noisy goat and prepares to take on whatever it is that Aisha has spotted.

Round One
Dhakir will charge the pugwampi - or ready to if he hasn't located it yet.


Female Human (Keleshite) Conjurer (Teleporter) 1

Her line of sight to the foul creature partially obstructed by the rock and her allies, Aisha decides her magic would serve her better than her crossbow.

Dropping her torch to have a free hand, she starts intonating obscure eldritch syllables.

Round One
On her turn Aisha casts Summon Monster I, intending for her designed summon (celestial eagle) to appear as close to the pugwampi as possible, but 10 ft. in the air, so not to interfere with her allies movements and to allow it to charge the pugwampi from above in its first round.

(On a related note, if/when it becomes relevant, I'll provide full stats for all my summons, don't worry!)


Female Human Sorcerer 1

Mirah brings her crossbow up and aims it at the creature's location. "I suggest you come out into the light."

Intimidate: 1d20 + 8 ⇒ (4) + 8 = 12

Round One
Mirah will ready her crossbow (not ready an attack) and attempt to intimidate the creature. Let me know if there's gonna be a penalty for shooting while still holding the coin.

Grand Lodge

Yeah, sorry, it was meant for Cahal


Cahal curses at the situation. He feels clumsy in his armour, yet his companions would need him nimble on this eve! He paces and listens, then makes up his mind and starts crossing the cacti. Once at the edge, he releases his javelin at the little pain.

Acrobatics: 1d20 - 1 ⇒ (3) - 1 = 2
Acrobatics: 1d20 - 1 ⇒ (1) - 1 = 0
StA: Javelin: 1d20 + 2 ⇒ (13) + 2 = 15; 1d6 + 3 ⇒ (6) + 3 = 9
Let me know how hurt I am. In case I'm also in the zone, a second attack roll:
Javelin: 1d20 + 2 ⇒ (2) + 2 = 4; 1d6 + 3 ⇒ (6) + 3 = 9
Not good...

Grand Lodge

Sorry for the delay, Christmas stuff got in the way.

Round 1
Cahal
You cross through the cactus field as fast you can, trying to ignore the pain from the spikes.

This takes you the whole round, and you take 5 hit points of damage

Aisha
You intone your spell for the round

Dhakir
You can charge the pugwampi, I'll need two attack rolls, and 1 damage roll, don't forget to add the bonus for charging, and it'll affect your AC for the next round.

Mirah
Mirah raises her crossbow and tries to taunt the gremlin, but to no avail.
I'll put a -2 penalty on trying to juggle the light and crossbow

Pugwampi
The creature snarls at Dhakir visiously, and outstretches one tiny hand towards your dwarven waraxe and starts to chant.

This is only if it survives Dhakirs initial charge. This action provokes an attack of oppertunity, please roll twice. Can I also get you to roll a will save twice please.

I'll still need Mahmouds action, and Bahrams initiative/action.


Male Human Cleric/1

Being outside of the cactus field, Bahram cannot see anything going on, so he is waiting to assist with healing when the group returns. If anyone calls for his assistance, he will, of course, go and try to help.

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6


Male Human Fighter 1

Charge attack:
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d10 + 4 ⇒ (5) + 4 = 9

Attack of opportunity:
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 4 ⇒ (10) + 4 = 14

Will save: 1d20 + 2 ⇒ (11) + 2 = 13
Will save: 1d20 + 2 ⇒ (1) + 2 = 3


Male Human Rogue/1

Mahmoud lets his pack slide gently to the ground as he try to sneak his way towards the pugwapi.

Move to J3. Not sure how to use the map.

Grand Lodge

The map is easy, all you do is click your icon, a white box appears around it, grab the top of the box and move your icon where you want it.

Dhakir

You charge the pugwampi, but as you swing your axe you stumble slightly and miss.

As the pugwampis begins its yapping intone, you try again to hit at it, but again, you seem to be struggling with your aim, very unlucky.

Pugwampis
The Pugwampis finish its spell, and you hear a high pitched whine, and Dhakir feels his weapon vibrate in his hands, before shattering.

Begin round two.


Feeling blood on his arms, the taste of iron in his mouth, Cahal calls the priest: "Hey! It's time for your god to make himself useful Bahram. Your god or yourself!"

Cahal takes his aim and propels the javelin forward, planting his feet solidly in the ground.

Javelin: 1d20 + 2 ⇒ (16) + 2 = 181d6 + 3 ⇒ (3) + 3 = 6
Javelin: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 3 ⇒ (1) + 3 = 4

He then frees his axe as he maneuvers behind the creature.

10 feet move (AoO from Pug, but Dhakir should be free to move then), draw weapon as part of my move (BAB +1)


Female Human (Keleshite) Conjurer (Teleporter) 1

As Aisha finishes her chanting, suddenly a large eagle appears high in the sky, and with a mighty screech it charges the pugwampi, ready to plunge its talons in the foul creature's neck.

Aisha uses Summon Monster I to summon a celestial eagle (Celestial Eagle stats) in the sky above the pugwampi, so that it can charge the enemy with its action.

Eagle Charge
Attack
1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Damage (swift action for Smite Evil)
1d4 + 1 ⇒ (2) + 1 = 3

If the pugwampi is still alive after the eagle attack, Aisha delays her turn hoping for an opening to fire her crossbow.


Female Human Sorcerer 1

Mirah moves forward, to better bathe the creature in the light from her coin, then readies her crossbow for an opportunity to strike.

ROUND TWO: Move action to move forward 15', standard to ready an action to shoot the Pugwampis if there's no allies providing cover.


Male Human Fighter 1

Frustrated by his inability to strike the strange little creature and shocked by the destruction of his weapon, Dhakir bellows in rage throws himself at the pugwampi.

Round Two
Grapple: 1d20 + 4 ⇒ (5) + 4 = 9
Grapple: 1d20 + 4 ⇒ (20) + 4 = 24


Male Human Cleric/1

Hearing Cahal call for assistance, Bahram tries to move slowly towards him, being very careful going through the cactus. Once he feels he is close he will channel healing to all within 30' of his location.
Because he is being careful and basically moving at 1/2 speed, does he still need to roll to avoid the needles?

Channel Energy: 1d6 ⇒ 2

Grand Lodge

Round 2
Cahal
Cahal hurls his javelin, which whistles through the air with deadly force, just missing the pugwampi. As he moves by the evil creature snarls and swings his dagger wide, missing Cahal by a long shot.

1d20 + 2 ⇒ (3) + 2 = 5
1d2 - 4 ⇒ (1) - 4 = -3

Aisha
Aisha's spell is succesful, and the eagle swoops upon the hapless gremlin, who doesn't stand a chance against its talons, dropping to the ground unconcious, bleeding out.

The creature now dying, and passed out, the edge you have felt seems to pass, and there is no longer a sense of accidents waiting to happen, even the goat seems to settle slightly.

Bahram is able to pick his way carefully through the cactus, the way now seems easy, one might wonder why his companions seemed to have such a hard time of it.


Cahal grabs the Pug by a leg: "Psssh! Nasty thing! I guess we should just bring it back for proof. Someone's got an old bag they don't want?"


Female Human Sorcerer 1

"Are we certain there are not more of the creatures in the area?" Mirah shines the ligh around, doing a search. If anyone else searches, she'll assist with the light.

Perception 1d20 - 1 ⇒ (19) - 1 = 18

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