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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DungeonMaster

Rules and Expectations
1. I'm only Dming the first book, because I know real life will kick in once I'm done with it, didn't want to leave the players with nothing.

2. Players start at level 3 and level 3 gold, and will be level 6 in the last few battle of the book. No experience, I just simply level you, makes it easier on all of us.

3. Adamantine will not be available during the first book, you can't start with it either. Mithril is okay.

4. I will improvise for roleplay purposes and to make things easier. Sometimes Aps don't always give you the monster stats in the book, they make you look them up and they appear in another book, and sometimes the PFSRD does not have that monster, so I have to replace it with another monster of the same CR. Or the books says you can an encounter in section D8 of the book, but instead the creature is in D6. If heroes can move around in a dungeon, on a ship, in a mall, why can't creatures? Especially if they are intelligent humanoid creatures. Maybe they got bored, had bad allergies and had to move to another room, got hungry and had to move to the kitchen. Don't worry I'll make sure all the monsters have been fought.

5. To run this smoother, food and water not needed for this. A lot of DMs ignore this on PBP to make things run smoother. Bedroll or something to sleep in will be needed, or I'll impose penalties if you have nothing to sleep in. Yes, you do need a backpack or something to store all your stuff. I'm not picky about spacial capacity, I just need to know that you actually have something to store all your stuff, I don't care if your backpack is holding 100 cubic feet worth of material, at least you have one, or a sack or something else.

6. Powergaming and min-maxing is okay, though it is harder to pull off at lower levels. I will asking a few questions, mr. sorcerer, how did you do so much damage, how did you get that ability, etc. Mainly so I can learn combos myself. I myself do not know many combos, but I will learn them from both powergamers and non-power gamers. I'm a player who rarely spots combos, no matter how many feats and stuff I look through, unless they are really obvious, but I will learn the combos.

7. Warning for Metagamers:
I DM in such a way that Metagaming in my games is nearly mathematically and scientifically impossible. I rarely say the name of monster, but I describe it, unless someone ids it. And other methods of Dming will make it nearly impossible to Metagame me. I won't punish you for Metagaming, but good luck being successful. If you have the book, have played this before, or are watching another game, again, I state, good luck Metagaming. If you say I move into the next room and I identify the plate, knowledge Arcana, I'm going to laugh behind that screen, because maybe the human thug took that silver plate with him into the next room, some movable objects will be moved. All Traps will stay put, and not tampered with their location at all. Also, you would have to Metagame in such a way that your Metagaming looks like roleplaying and that you do it so sly that others don't know you had OOC knowledge. 90% of all Metagamers are not sly Metagamers, because most Metagamers don't even try to roleplay, and for the 10% who are sly and roleplay while they Metagame, you would have to be very very sly to Metagame my game.

8. Firearms: Every player starts with one Advanced Firearm for free and well as 2 whole rounds of ammunition for it, and the firearm is already fully loaded for you. Firearms are martial weapons, and you are automatically proficient with the firearm you start with. But additional firearms and ammo cannot be purchased during book 1. If you pick double-barreled shotgun for example, you get 4 bullets, 2 in the gun and 2 for the whole reload, that is it, once the ammo is gone, it is gone, and guns or ammo cannot be found either, unless the book says so and I doubt you can find guns or ammo in Legacy of Fire at all. Pick wisely and use the ammo wisely as guns are versus touch AC.


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

.


Male Human(Kellish) Swashbuckler 1

dot


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

trying to dot again, last one didn't work


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]

How do you 'dot' really? I click on List instead, but I'm not sure it's the same...


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]

By the way I need to ask how you want me to handle the following DoubleGold:

1. Eidolon with Mount Evolution - would you allow the summoner to 'visualize' the eidolon with enough features to act as a saddle or do I need to buy one?
2. On the same topic, if I take up an Armor Profeciency feat for the eidolon. Can I equip it with barding as mount of similar size?
3. What type of bullets can we choose from?


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

usually just by posting in a GP thread it shows up on your campaign tab. what does list do?


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 choose to include a specific thread in a chosen list found in My Profile > Wishlist. I have separate lists for PbP and other threads I find useful.


Female Halfling Bard/3

Profile Complete

Dotting is meant to help you find it in the forum list. When you go under "Play by Post," and hit "Focus" in the top right corner, it shows all the threads you've looked at. The one's you've posted on will literally have a dot next to them.


DungeonMaster
Roscoe of Sarenrae wrote:

By the way I need to ask how you want me to handle the following DoubleGold:

1. Eidolon with Mount Evolution - would you allow the summoner to 'visualize' the eidolon with enough features to act as a saddle or do I need to buy one?
2. On the same topic, if I take up an Armor Profeciency feat for the eidolon. Can I equip it with barding as mount of similar size?
3. What type of bullets can we choose from?

1. you are bonded with your eidolon, saddle not needed.

2. Say what? Yeah, go ahead.
3. Regular bullets or you can have pellets if you're using a shotgun.

Storyline up later tonight.


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 know thatIlia, but usually when you make a post in gameplay, it shows up in your campaign tab, this one is not.

I guess I will take a shotgun, cause that is ridiculous


DungeonMaster

Game on

Okay you start off in the town of Solku and you all have known each other for 1 week.

As the heroes top the last rise, a caravan of a half-dozen wagons and a large tent clustered around the distintive tree comes into view. Cameles in a nearby pen prance in agitation, and a clutch of confused goats and livestock wander the grounds around the wagons. Perhaps a dozen men and women rush around the campsite, chasing down an animal or hastening toward the center of the cluster, near the Sultan's Claw, with pails of water in their hands. One of the wagons is on fire!

Lush orange and red flames engulf an elaborated wooden wagon emblazoned with painted moons and stars. A gout of smoke pours from an open door, and as you approach an ill wind blows a number of colorful fortune-telling Harrow cards from inside the wagon. A Cyclone blows right past you all and it portends war, arson, and destructive plans. You all see the whole of Sultan's Claw erupts into brilliant flame.

The central flap of an elaborate tent flies open and a regal women who can only be Almah steps into the firelit night.
"Douse that flame!" she shouts it really loud. "Ah, Garavel!" she says. "Just on time, please help us.'
Looking specifically past her major domo and directly at the heroes, Almah says. "We need your help."

The Heroes can help in a number of ways. You can all choose to do the same task, or split the tasks.

1. Put out the fire: You can do this by using the water provided in a barrel filling it with nearby buckets of water, which might take a while. You can carry an entire barrel of water over and put out the fire, which will be instantly. This requires a strength check and up to 3 others can assist carrying the barrel. You can use magic or other methods to put out the fire. The barrel is a week supply of fresh water.

2. Move all endangered wagons out of the way. This requires a strength check and many others can assist. Or use some other creative method.

3. Some wounded firefighters who are on the job, heal them, some are about to die, and might die if not healed. Even first aid, heal check dc 15 would work if you have no healing spells.

4. Deal with the frightened animals. Handle animal, and wild empathy both work. They could danger themselves and others running around. Or you can use some creative method, like putting them to sleep. Killing them would prevent them from trampling over others, but it is not recommended. Or use some other creative method.


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]

Updated profile for equipment. I didn't realize we'd be starting with 3kgp...

Seeing the fires, Roscoe immediately steps up and says to the others, "Leave the fires to me my friends... If it gets out of hand, I shall call for your help."

Rushing down the sandy slope, Roscoe will stop far enough not to be troubled as he concentrates to summon a Small Water Elemental on top of the fire (link). The creature will drench those that it can.


Male Human(Kellish) Swashbuckler 1

"I'll help get those wagons out of the way!" Fuarqh yelled. He makes a dash to the wagon and helps the people getting it away from the flames.

Strength: 1d20 + 1 ⇒ (8) + 1 = 9


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 to the wounded and begins to cast CLW on them


DungeonMaster
Belsiard the Wanderer wrote:

Belsiard moves to the wounded and begins to cast CLW on them

I'll wait till Ilia Heartdrum posts before I state results of anything, but go ahead and roll damage healed for however many times you are using clw.


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 can do it up to 6 times, not sure how many are wounded. So for now I will cast CLW on some, that look like they can get back into the fight, and stabilize on one that will need more healing later.

Rolling 6 of them, but I will trust you to tell me how many of them I actually use

1d8 + 3 ⇒ (6) + 3 = 9
1d8 + 3 ⇒ (2) + 3 = 5
1d8 + 3 ⇒ (8) + 3 = 11
1d8 + 3 ⇒ (5) + 3 = 8
1d8 + 3 ⇒ (6) + 3 = 9
1d8 + 3 ⇒ (6) + 3 = 9


DungeonMaster

I don't know where Ilia Heartdrum went, but time to DM bot.
Belsiard uses 3 of his CLW to heal the NPCs and
Roscoe of Sarenrae puts out the fire instantly with his summoned minion as water splashes over the fire, drenching it.
Almah, Garavel, thanks the hereos. Thanks, that was a close one, I thought we would lose our men and out valuable supplies.
Heartdrum tries to help move the other wagons but can't, at least the fire was put out instantly.
The animals calm down after a few minutes and the guards do help round them up.
The heroes hear about a recent death a few days ago, astrologer Eloais.

The heroes have a chance to talk to the NPCs or move on.


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

What happened? How did the fire start? And who was ELoais?

1d20 + 10 ⇒ (20) + 10 = 30 diplo


DungeonMaster

Almah and Garavel answer A fire started, how, we don't know, investigators are on it, given how rapidly the fire spread and how hot it was, someone probably deliberately set it, but we have to investigate the situation to know for sure.
Almah pauses trying to figure out how to explain who Eloais is, when she didn't even know him that well herself. He was an astromer. Very smart and did his job well. Kind of quiet, shy guy, but highly intelligent and could do his job well.

There are 16 NPCs the heroes can talk to. Almah, Garavel, Dashki-an expert on gnolls, Zastoran-a cleric of Nethys, 4 soldiers, 6 mercenaries and a pair of camel drives.


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 see. Perhaps we can assist with the investigation...things like this are not good and must be stopped before they happen again.


DungeonMaster

That would be nice, the help will be appreciated. Garavel says I'll let others talk to the NPCs if they want before moving onto investigating the fire, which takes lots of skill check.s

Edit: One more thing says Almah. You want to know more about our astronomer, ask Wes Craven, he is one of the 4 guards.


Male Human(Kellish) Swashbuckler 1

"Thank you, We will start with him."

Fuarqh goes over to Wes Craven and asks "Do you know much about the astronomer?"


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]

While the others begin talking to Wes Craven, Roscoe silently moves back to the now smoking wagon and bows to his elemental in thanks. It stares at him for a while before raises its watery arms in truimph as Roscoe swishes a hand to return it to its home plane.

Too bad I can't talk their language yet...

He takes a closer look at the wagon to see if there is any clue to what started the fire.

Perception to find clue: 1d20 ⇒ 20

With a whisper and a wave, Roscoe casts Detect Magic, focusing on the burnt wagon at first (for 3 rounds) and continues to do the same with the rest of the tents and wagons in the area, his spell penetrating thin layers of protection.


DungeonMaster

Wes Craven answer, He was a psychic, see the burnt harrow cards, yes a psychic, my psychic. But I'm afraid I don't know you, so I can't give you much information

Afterwards the PCs investigate the fire, which involves searching for clues and talking to others as well. A search show and some talking shows the the astromener died silently, which means he was assiniated. The fire was magical as remnants of the magic remain. Heroes find 55 GP while investigating. I made a loot list at the top of the page.

The NPCs are taken to the Mentalist for questioning. He asks the following NPCs questions.

Almah, You are convinced that the fire isn't arson. Now your guard Wes Craven had a better relationship with the astromner, you may have had some jealousy issues.

Garavel: You think Dashki, did it why? He is always hiding something or being mysterious, okay, but you are still on the suspects list as well.

Wes Craven He was your personal psychic. What happened between you two, you two had a fight recently, though you might not have been able to pay him either.

Dashki You were snooping around. You were far away from the fire when it happened, pretty suspicious, I know I wouldn't want to be near a bomb when it detonates. However it was a magical fire, but evidence suggests that not all of the fire was magical, that there might have been multiple resources from where the fire came. You are not off the hook. You were also hiding behind a tree, and you claim that you were just spying on Almah, I'd watch it if I were you.

Zastoran You were reading a book when the fire happened by a fire-pit. Kind of odd considering this was a magical fire. You too were obsessed with Almah, were you trying to get others out of the way, so you can have her?

Camel Drives You thought the psychic was nice. You didn't know him well, but you did know him. You all seem to know what each other is thinking, what a better way to coornidate a fire.

After my analysis of the suspects, Dashki is my prime suspect. what do you have to say in your defence. Remember, innocent until proven guilty in the court of law.

Dashki answers, It has gotta be pugwampis, they are similar to gnolls.

Well, we will look for them, until then, you are under custody for 24 hours according the the law.

The Heroes set off for the hunt for the Pugwampi.
The all find something or might find something.
Perception check and nature checks please


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 + 5 ⇒ (13) + 5 = 18 perception

no nature


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]

Perception: 1d20 ⇒ 20

I don't really understand... are the bold text above statements from the Mentalist after going into their thoughts or interrogation?

-Posted with Wayfinder


Male Human(Kellish) Swashbuckler 1

Who? What? Who is the mentalist?

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Aren't you moving too fast?


DungeonMaster

The mentalist is talking to the NPCs. The mentalist is an NPC I added for fun roleplay. Have your ever seen the show the mentalist? He is that guy, I don't know his name. so you see Almah then a bold statement, the mentalist was talking to Almah. As far as speed, people weren't talking to the NPCs enough, just one person, I am trying to slow down for roleplay, but conversations on play-by-post can take days, especially if doing each individual NPC and only one person was doing talking. Anyway this next part is going to take a while, because of how I'm roleplaying it out. It gives out no map, just that the heroes travel for a while before reaching the enemy.

Heroes find a trail that leads to a shortcut. As they travel through the woods, it takes them a while to get to the enemy, but they have to pass through a maze first. Because they found a shortcut, they have a choice between 2 mazes. Maze one is longer and bigger, which means more random encounters as they hit dead ends. Don't worry, you won't fight anything powerful, it will be a single creature per dead end, some will have none, random encounter chance. No exp for this game, but some creatures do drop items, so you do have a chance to get items.
Or you can do Maze 2, which is shorter. These mazes are premade mazes, which means you may have seen them before. They could be off the internet, out of a child's book, or even borrowed from another AP. Try not to spoil too much fun for others if you have seen them before, however, any items that are normally there in the maze aren't in here.

Heroes: Maze 1 long or Maze 2 short?


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 will say maze 2, since I have used half my spells already, if we can rest then maze 1


DungeonMaster

it's one or the other, you can't have both mazes, don't worry, there are no items to be missed except for what you might find on the random encounters.


Male Human(Kellish) Swashbuckler 1

"Let's take the second the second one. We don't have time for mazes."


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 would vote for Maze 1, since we're starting at lvl 3, I believe we can take on the challenges either way. I'm always up to get extra loot since you never know when you'll need it. :)

I have a Wand of Mage Armor that I'm willing to give us a tap, but I hope someone else invested on a Wand of CLW? Even with channeling, trusting on spells/day too much for healing when you don't know when we'll be rushing into an encounter is not that advisable...

Right now, we need to get back to the Mentalist within 24hrs with results or we lose a suspect. And just in case he isn't the one, then we're chasing an unknown enemy over their territory, so resting is definitely out of the question until we get to the others side.


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 have a wand. And I meant DM, that if we had time to rest before going into the maze then I vote the long one, if we don't then the short one


Male Human(Kellish) Swashbuckler 1

I'll will be willing to do the long if majority said so


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

ok lets just do it, it will be fun


Female Halfling Bard/3

Sorry I'm late, this wasn't up in my campaign list until today. I chose a revolver for my firearm. I vote number 2 also, no wasting time. And I also have a wand of CLW. Did I miss anything?


DungeonMaster

Hereos decide to take shortcut, but both mazes are eerie and creepy. I drew the maze at the and posted a link, which is at the top of the page. the circle labeled H is heroes. Don't worry about the spacing, anytime there is an opening the heroes can fit through. Go ahead and make a post where you want to move to on the maze and move the H, adjust the size of the circle if necessary. Just like if you were actually going through a maze, I draw it out as you move, because in real life, you don't have a 3D view, unless you have a map.


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

DM it looks like you have it set on view only I am unable to move the H


DungeonMaster

should be fixed now, you can now edit.


DungeonMaster

someone edited the map 3 and 1/2 hours ago, but I did not see the circle move or an additional post, I wonder if someone meant to move and pick a path, but forgot.


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

Hmmm I'll check it and pick a path


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

made a choice


Female Halfling Bard/3

Ilia draws her revolver, and searches the ground for footprints or other evidence of where the pugwampis may have gone.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Survival Untrained: 1d20 + 1 ⇒ (16) + 1 = 17


DungeonMaster

Heroes take the first path, where the hear creepy and spook sounds.
Ilia hears sounds of a ghoul, or is that her mind playing tricks on here?
The Heroes do not run into a dead end, but they now have two more choices as to where to go to next.
The survival tracks give no additional info, other than that, the heroes seem to be going the right way.


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]

"Ah, I am glad to meet a fellow fan of the revolver," Roscoe lifts his cape aside for a moment to show the handle of his own revolver on his side, "but for now, let us preserve our bullets for foes worthy of such antiquities shall we? Please allow me to lead the way."

Roscoe ejects a wand from somewhere up his sleeve and taps himself with it before tucking it back inside. He then unsheathes his spear from behind, focuses for a moment to cast Light on the spear head and starts to move into the left passageway.

He peers around every corner, cautious of danger, not knowing whether all his companions are following.

I'll leave it to you DoubleGold on where a hidden Perception Check would be needed. I moved the circle upwards, going past three corners but I intend to keep going until something is triggered.


Female Halfling Bard/3

"Good idea! I'm really not one for fighting. My dad made me this when he heard I was striking out on my own. 'Singing and Dancing are no good in the wild,' he said." She replaces the gun, and draws her bow and sets an arrow, happily following her new-ish friend.


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

Bel focuses and summons an armor of wind around him


Male Human(Kellish) Swashbuckler 1

Fuarqh casts mage armour on himself and draws his scimitar, reading for anything.


DungeonMaster
Roscoe of Sarenrae wrote:

"Ah, I am glad to meet a fellow fan of the revolver," Roscoe lifts his cape aside for a moment to show the handle of his own revolver on his side, "but for now, let us preserve our bullets for foes worthy of such antiquities shall we? Please allow me to lead the way."

Roscoe ejects a wand from somewhere up his sleeve and taps himself with it before tucking it back inside. He then unsheathes his spear from behind, focuses for a moment to cast Light on the spear head and starts to move into the left passageway.

He peers around every corner, cautious of danger, not knowing whether all his companions are following.

I'll leave it to you DoubleGold on where a hidden Perception Check would be needed. I moved the circle upwards, going past three corners but I intend to keep going until something is triggered.

that would mean you went back the way you came. Do you mean to do that and pick another path? Also, nothing triggers until you hit a dead end? I need someone to pick a path, any path either continueing on from the one you went on, or go down another path.

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