Echos of The Desert (Legacy of Fire AP)

Game Master Rafael Bronzatti

Pbp of The Legacy of Fire AP, using pathfinder rules. (5 Players).


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Well it's up, soon I be posting the beggining but for now:

Characters talking
Characters thinking
"Telepathy"
"Talking heard both in your head and as a sound"
out-of-character commentary
1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (5) + 2 = 7 - Dice expression.


Six camels travel trough the desert, each carrying one of you and one more carrying your new employer’s agent Garavul, as the winds blow hot sand in your covered faces, you remember your voyage, for eleven days you have traveled so under the hot sun, Garavel’s fear of an ambush keeping you from traveling at night. The major-domo has mostly kept to himself during travel, answering questions about Kelmarene, himself and his employer Almah in a calm and perfunctory manner. But while Garavel has been silent, you have not and during your first night in the desert, you have begun to know each other.

Garavel answer to questions about Almah (His employer):
Almah is heir to one of the merchants’ families that serve the pactmasters, she has been assigned by them to retake Kelmarane.

Garavel answer to questions about himself:
The dashing man, answers in his always calm voice:I am an accountant hired by the Pactmasters, and I have been Almah major-domo for more than a decade now.

Garavel answers about Kelmarane:
Kelmarane was once a town bustling with trade, centered around a battlemarket, it drew many caravans to it, but years ago disaster struck the town though no one was able to discover why.

Perception check DC 15:
A strange metal bolt protrudes from the left side of Garavel’s skull.

In case any of you ask about the Pactmasters of Katapesh The extra-planar rulers, of Katapesh he refuses to answer saying curtly but gently that it’s not a wise to make inquiries about them.

This is your chance to introduce your characters and have some conversation between yourselves before the adventure begins in earnest.


F Ifrit Paladin / 1

Saresha rides a camel and leads Daystar, the almost oversized palomino charger. The horse does not seem to appreciate the heat though, and while its mane and tail had started out braided, both are unravelling now. Saresha does her best to keep the poor creature cool, staying on the camel instead of riding her sweat-slathered horse, and giving it part of her water ration.

She maneuvers herself to ride at the head of the party, broadsword strapped to her back and eyes peering out at the surrounding horizon. She's given up on her helmet as it just plasters her hair to her face and makes her sweat ridiculously, so rides for the moment without it, fiery hair tied up to be off of her neck.s

She will happily talk to whoever comes near her; she's a friendly sort, and easily drawn into conversation and others' excitement.


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4

Bahram struggles with his camel, obviously a city boy and riding something well above his station in life up to this point. still i really should at least try and look like I know what I'm doing. Is my hair ok? how about breath/ yeah right out here we probably all are stinky. Gods where is the next oasis already

Bahram rides up next to the Red skinned beauty.

So, you ahhh spend much time out here...in the desert? Bahram gives her that grin that has always impressed the ladies back in the city not so sure it would work here but ya never know

ride skill: 1d20 + 4 ⇒ (6) + 4 = 10

bahram definately looks out of place on the back of a camel.


F Ifrit Paladin / 1

Saresha considers Bahram curiously, immediately smiling. There's no sign she sees his grin as anything but friendly, but then, she is Paladin. She looks okay on her camel, though to be honest a little bit out of place as well. Probably used to riding a horse.

"No, never been to a desert before. I'm a city girl really - from Almas. You?"


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4
Saresha wrote:

Saresha considers Bahram curiously, immediately smiling. There's no sign she sees his grin as anything but friendly, but then, she is Paladin. She looks okay on her camel, though to be honest a little bit out of place as well. Probably used to riding a horse.

"No, never been to a desert before. I'm a city girl really - from Almas. You?"

what? the smile didn't work? what is she one of those religious freaks?

Barahm smiles I'm from Katapesh born, I think, but definately raised


F Ifrit Paladin / 1

"Oh that's exciting! Its all very new to me," Saresha says happily, "Perhaps you can help Snowball and I get acclimated - I'm afraid we may both be out of our depth a bit."


Stats:
AC 17/12/15 (19/14/15 vs Gnolls) HP11/11 F+5 R+2 W+6* Init +2 Per +4

Wobbling atop his camel Beinir smiles at the exchange between Bahram and Saresha. The dwarf seems impossibly laden with gear for the climate, but seems to somehow endure. His hands are rough and worn - perhaps work at the forge has prepared him for the desert heat. "Almas? North of the Inner Sea? You're a long way from home. I'm Beinir. From Katapesh too, but born in Kelmarane."


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Red-Hot The diminutive white kobold says to Saresha. Not horse stink and walk bad. Why not on horse?

Ghirhuk is Gripping the saddle in what would surely be a white knuckle grip, were all of his grips not white knuckled. His tail is wrapped around the camel's hump for stability. He certainly does not look comfortable.

He eyes Bahram suspiciously, sure that the stranger is somehow going to steal the debt that Saresha owes him. Who you?


F Ifrit Paladin / 1

"Daystar is keeping up his strength in case I need to ride him later - this heat wearies the best of us, I think." Saresha is not wholly convinced of this, though, her tone says. She's getting tired of the camel she's on too. "You can ride him if you want." She offers, magnanimously. Since he's little and all.

Nevermind that the horse DEFINITELY does not like the white lizard. Friendly or no.

Saresha smiles at Beinir, "Yes, in the North. This heat is something else for me," She wipes at her forehead with the back of her hand. "Its good to hear there are so many locals here."


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4

Bahram eyes the white lizard just the same Who you? he returns the question...

didn't realize you brought Mushu along

Why am I sensing a wacky mash up of alladin and Mulan now


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Ghirhuk straightens up some and puffs out his chest. The gold treadwork on his silken ceremonial armor gleams in the sun... under the dirt and grime.

Ghirhuk, Talker of the Knife Tail, Savior of Red-Hot. THe last is accompanied by a gesture towards his Ifrit companion. Now... Who you?

That's probably fairly spot on...


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4

Bahram feigns an impressed grin. Well I am Bahram, soon to be friend of Red-Hot alao gesturing toward the Ifrit.

giving the kobold a friendly challenging glare.


F Ifrit Paladin / 1

"I call him Snowball," Saresha says, pleased that they're all talking nicely. She seems oblivious if the Kobold would rather she didn't.


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Ghirhuk harrumphs and hurls a magically created wad of snow at Saresha.

I figure Prestidigitation can handle that. If I'm wrong, lemme know. I'm just doing it for effect.

Ghirhuk cracks his knuckles and eyes the puffed up street rat. After a moment he considers what the human is getting himself into and chuckles, Good luck.


F Ifrit Paladin / 1

Saresha splutters but only for a second - snow is refreshing - she just grins at the Kobold, "Do it again!"


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4
Sn0wball wrote:

Ghirhuk harrumphs and hurls a magically created wad of snow at Saresha.

I figure Prestidigitation can handle that. If I'm wrong, lemme know. I'm just doing it for effect.

Ghirhuk cracks his knuckles and eyes the puffed up street rat. After a moment he considers what the human is getting himself into and chuckles, Good luck.

Bahram lets ut a luagh i see why you named him that, So how did you ever come by a feisty pet? giving Snowball a smirk (yes, he knows what he said)

Bahram knows he is not a pet but he also senses the kobold has a large Ego. baharam will not be intimidated by the little guy, of course he believes this friendly rivalry will eveolve and before long those two could be best buds.


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Rauve is riding on Farra near the back of the ensemble, surveying the the group for those he will ally himself with when battle begins. He knows it isn't hard to just jump in with a group during combat, in fact it is much easier to be someones unknown ally than to say Hi and get bombarded with questions.

Looking at all the cliques that have formed one particularly stands out as interesting. A very intriguing white kobold, of the few he has seen in his life time, none were even close to that color. Almost of the same level of intrigue is his companion, a female Ifrit paladin (though he isn't quite sure of what deity). He had never actually met anyone else who had elemental blood like he did, only read up on them. Perhaps she had a similar story to his own. He made note to ask about that later. The other two were more or less normal for this trip, though the human's attempt at flirting were somewhat laughable, but if it works, then it works.


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

While Rauve was absentmindedly observing everyone, Farra was very bored of all this walking and none of the doing. Rauve always played with her when on long trips, but this time he seemed preoccupied with all the other travelers and she definitely wanted to play.

She picked up the pace a little bit and caught up to one of the groups near the middle of the outfit and nipped at one of the other camels.

No, bad Farra Rauve chastised her in Terran, thumping her on the neck a few times. then whispered into her ear We'll play tonight I promise


If any of you (Probably Snowball) still want to make comentaries, comebacks etc about the voyage. Feel free to do it in a spoiler tab named Voyage (I keep it open until the next time you guys can sit and converse XD). I be moving things along now.

Your talk and thoughts are interrupted by a strange sight, that of your destination: The Sultan's Claw, a craggy tree, atop a hill, with its five imense, mostly leafless branches, the growth looks more like a giant skeletal talon than a thing of living wood. As you overcome the last rise a caravan of a half-dozen wagons and a large tent clustered around the distinctive tree comes into view. Camels in a nearby pen prance in agitation, and a clutch of confused goats and livestock wander the grounds around the wagons. 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 elaborate 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. One of the singed cards flows into your direction Saresha catching agaisnt your chest. It is the Cyclone, signifying a force that tears through whatever it meets at the behest of an intelligent being. The card portends war, arson, and destructive plans.

As your eyes lift from the card, the entirety of the Sultan Claw erupts into brilliant flame.At the same time, the central flap of an elaborate tent flies open and a regal woman who can only be Almah steps out into the firelit night. Douse that flame! she shouts to the men surrounding the wagon before turning in your direction. Ah, Garavel! she says. And just a moment later than the nick of time, as usual. Looking specifically past her major domo and directly at you all, Almah barks out a simple order before running off toward the fire: Find some way to help!

As you scan the camp you see four ways in which you can help:

Putting out the fire:
Almah, Garavel, and four soldiers dressed in the distinctive red chitin-plate armor of the Pactmaster Guard are running back and forth between the burning fortune teller’s wagon and an uncovered wagon about 20 feet away. The latter contains a huge barrel holding enough drinking water to serve the entire campsite for a week. There are more buckets near for these who wish to help.

Pulling a wagon out the way:
Four burly mercenaries struggle with an enclosed wooden wagon within feet of the burning wagon, hoping to move it to safety before an errant spark causes it also to burst into flame. Moving the wagon out-the-way is a strengh check aided by the mercenaries

Healing wounded firefighters:
A red-headed halfling cleric, kneels next to two severely burned mercenaries who tried to enter the burning wagon. He is tending to a badly wounded mercenary, but he is unable to focus on his second patient, a female sworder, who lies near death from terrible burns and smoke inhalation.

Dealing with frightened animals:
A modest collection of pigs, goats, and sheep accompanies Almah’s party on the journey to Kelmarane. The flaming wagon has unsettled these creatures, which somehow escaped from their pen in the confusion surrounding the fire’s outbreak. Two middle-aged humans a man and a woman, are doing their best to wrangle the panicking animals, but their efforts are quickly being overrun by the chaos of the situation.

While there are some obvious and simple ways to help feel free to be creative and using what your character might have of special


F Ifrit Paladin / 1

Saresha catches the card with a surprised exclamation, only glancing at it briefly before spurring her camel at the wagon. Unfortunately, she hasn't realized its not Daystar, in her excitement. The poor awkward creature makes a confused 'blat' noise at her sudden urgency and the complexity of the commands probably meant for a trained horse, but gets the notion that she wants it to run and shambles towards the wagon. This nearly dislodges the Paladin, who is unprepared for the jolting gait of a camel as opposed to Daystar's smoother charge.

Ride: 1d20 ⇒ 15 - She stays on, though those near her can catch her startled expression at the unexpectedly awkward canter of her camel.

Once to the un-burnt wagon, she throws herself off, unhooking Daystar's reins as she slides to the ground, and clinks over to help move the wagon. If there's an easy way to hook Daystar up, she'll use the horse to help pull, if not she tosses the reins over his neck and lets him run away from the fire, which is making his eyes roll nervously and nostrils flare to show their red insides.

Saresha helps push regardless, as her healing is less than helpful at the moment. She trusts someone more skilled will handle that.

Push!: 1d20 + 3 ⇒ (9) + 3 = 12


Stats:
AC 17/12/15 (19/14/15 vs Gnolls) HP11/11 F+5 R+2 W+6* Init +2 Per +4

Round 1

Beinir's eyes dart around the camp and he spots the cleric attempting to tend to a mercenary bearing horrible burns who looks near death. He attempts a neat slide off the camel like Saresha managed, loses his balance, and then somehow manages to recover and land on his feet, racing over to help the cleric. Kneeling near the burned man, Beinir murmurs a quick prayer to Torag, "Torag, please guide your servant to quench this woman's wounds and protect her from death." Casts stabilize
Acrobatics 1d20 - 2 ⇒ (18) - 2 = 16
Heal 1d20 + 4 ⇒ (13) + 4 = 17


Round 1

Saresha:
The wagon is made to be pulled by horses and is equiped to hook Daystar easily. But the horse is scared by the flames.
Make a Handle Animal Check DC16, if you pass make a strengh chek for daystar(DC26 -4From being hooked, -10 From the mercenaries and Saresha Aid actions. Total DC=12)

Beinir:
You can clearly see the woman breathing easier, and though she still hurt you know she will be okay waiting for more treatment.

GM Dice:

1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (16) + 2 = 18

This finalizes your actions in round 1. Plus if Saresha used Daystar it took the second round also.


F Ifrit Paladin / 1

Saresha hisses softly to Daystar to calm him in the quiet, crackly noises of Ignan mixed with soothing common.

Easy there, big guy: 1d20 + 8 ⇒ (18) + 8 = 26

Daystar, used to listening to Saresha and her odd mix of languages quivers but calms a bit, still blowing from flared and nervous nostrils, but ready to do what she asks.

Tense situation or no, Saresha flashes a smile and drops the yokes for pulling over the palomino's head, and slaps his haunch before trotting around back to help the men push.

Daystar hulks out!: 1d20 + 5 ⇒ (8) + 5 = 13

Not used to this kind of work, the horse seems somewhat confused about what Saresha wants him to do, tugging experimentally at the wagon's yoke - it doesn't seem like the thing will move for a second. Saresha thinks only for a moment before giving him a command in Ignan:

Ignan:
"Charge!"

That, he understands, and the big warhorse surges forward, straining to pull the closed carriage, even with the help of those pushing.

And that's my actions for two rounds, sorry about shotgunning, just love this character already and am always excited to write for her. XD


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

[Spoiler=Voyage]Ghirhuk's look could freeze an Oasis. "Pet" may not have been the wisest choice of words. Instead of the iceball to the face that Bahram might have expected, the Kobold aims elsewhere.

The small projectile hits the rump of Bahram's camel, spurring the beast to run off until he can gain control again.[/b]

Red-Hot you... Oh. OK.

Ghirhuk knows where he's needed. He runs to the burning wagon, hand extended. When he gets within range, he unleashes a Ray of Frost at whatever flames he can see. He hopes to suppress the flames without damaging the wagon itself.

Ranged Touch: 1d20 + 5 ⇒ (12) + 5 = 17


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Seriously? I messed up the tag?...

Voyage:
Ghirhuk's look could freeze an Oasis. "Pet" may not have been the wisest choice of words. Instead of the iceball to the face that Bahram might have expected, the Kobold aims elsewhere.

The small projectile hits the rump of Bahram's camel, spurring the beast to run off until he can gain control again.


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4

voyage:

ride check to stay in saddle: 1d20 + 4 ⇒ (16) + 4 = 20

Bahram looks back at the kobold with a furrowed brow and then soon starts to laugh.

upon seeing the flames right behind ya Snowball he yells hopeing the little banter before didn't upset him too much.

Bahram starts to try and organize a bucket line from the barrels to douse the flames.

diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9


Round 1

Snowball:
Your ray of cold douse the flames where it hits,more or less as much as a bucket of water. On the other hand it is much more safer.

Bahram:
Upon hearing your suggestion, Almah nods and says:You are right, it will be faster that way! Then she turns toward the guards and Garavel and shouts: C'mon men fast! Let us make a pail line!

Bahram I assumed you talked with Almah since she is obviously in charge, plus would I be right in assuming you join the line too?
Also noticed I didn't tell how many animals had escaped: 5 Animals


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Round 1

Since this is a desert I am not sure how much shrubbery is around, sometimes there could be plenty, other times not. Since they are camping I am going to assume there is some plant life, at least near the animal pens for them to feed on. If not that is okay too.

So many animals! o.O

PLANTS!:
Rauve yells out hoping to warn the couple people in the area to avoid the shrubs, "Watch the plants! Grabbing the animals!" Rauve casts entangle (DC15) near the pen hoping to ensnare most of the animals that have gotten loose. Then has Farra seek out the remaining animal or two running about.

No Plants. ):
Hop off Farra: 1d20 - 4 ⇒ (5) - 4 = 1
Rauve attempts to hop of Farra on his right side to get to the animals as quickly as possible, but his left leg just doesn't seem to want to cooperate today. His knee doesn't bend enough and his foot is still caught in the saddle. Rauve curses as he realized his stupid mistake. He falls to the ground while Farra just looks at him funnily.


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4
Rafael The Silent wrote:

Round 1

** spoiler omitted **
** spoiler omitted **
Bahram I assumed you talked with Almah since she is obviously in charge, plus would I be right in assuming you join the line too?
Also noticed I didn't tell how many animals had escaped: 5 Animals

ahh yes Bahram is joining the line and guess it might be useful to talk to the person actually in charge, not that Bahram ever worried about that in his past. and I'm not taking orders from icy Mushu


Round 1

Rauve:
Rauve your spell finds the roots of the surrounding shrubbery, they might be few but they are strong, the only type of life that survives in the desert. The roots and leafs grow and expand covering a wide terrain entangling all animals except one. The man and woman manage to avoid getting entangled thanks to your warning.

GM Shield:

1d20 - 1 ⇒ (2) - 1 = 1
1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (7) - 1 = 6
1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 1 ⇒ (5) - 1 = 4
And:
1d20 ⇒ 7
1d20 ⇒ 12
1d20 ⇒ 13
1d20 ⇒ 11

End of Round 1


Round 2

The wagon has been moved away to a safe distance thus the four mercenaries join the pail line. There is still one animal running crazy near. And the entangled animals are still frightened out of their wits. And spells being spells that one will not endure forever.

The fire is still burning though it has began to weaken.

More GM Dice:

1d100 ⇒ 101d3 ⇒ 1


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Ghiruk has noticed Bahram's efforts and wants to encourage him... The human didn't provide a name though... Street Rat! Good job! Keep do!

Another Ray of Frost blasts towards the flames coming from the caravan.


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4
Sn0wball wrote:

Ghiruk has noticed Bahram's efforts and wants to encourage him... The human didn't provide a name though... Street Rat! Good job! Keep do!

Another Ray of Frost blasts towards the flames coming from the caravan.

actually he did, just checked past posts to be sure though, but you can call him street rat , and he will call you pet.


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Round 2

"Tie up the animals or get them to their pens, the roots only last so long! I'll deal with them later!" Rauve yelled to the two people as Farra moved towards the pig that is still at large. Trick: Seek - Round 1
Rauve then dismounts Farra and has her to try and cut off the pig around one of the other wagons/tents.
Handle Farra: 1d20 + 9 ⇒ (19) + 9 = 28
Meanwhile He attempts to coax the pig to come to him.
Handle Animal: 1d20 + 5 ⇒ (5) + 5 = 10
The dice are being rather fickle today


Stats:
AC 17/12/15 (19/14/15 vs Gnolls) HP11/11 F+5 R+2 W+6* Init +2 Per +4

Round 2

The dwarf breaths a sigh of relief as the woman seems to relax and breathe more regularly. "I'll be back in a minute." he says to the halfling tending to the wounded. Beinir sets his backpack down on the ground and pulls out a length of coiled rope. He throws it over to the pig that Rauve seems to be struggling with. Unfortunately, the rope falls too far from the pig to help. "Rauve, if you can get that closer to the pig, I can tie him up with a spell."
Ranged Touch 1d20 + 2 ⇒ (6) + 2 = 8


F Ifrit Paladin / 1

Saresha is still pushing, and Daystar is pulling. Its hot, and the fire is just making things around here hotter ... Saresha's heritage of fire does help somewhat with withstanding heat, but she's also wearing metal - sweat drips off the end of her nose, and Daystar's neck and haunches lather with white foam as he pulls.


Round 2

The pair begins to tie and calm the entangled animals. Rhough it seems the animals will not be be calmed till the fire is out, the pair has experience taking care of the animals and tie them expertly in a way to keep the foolish beasts from hurting themselves. Frightened by the rope the pig tries to run but Farra keeps close to the beast.

The fire still burning, though the firefighters have clearly turned things around, it should not be much more to for it to die out.(It will take 3 more turns till the fire is out, this value is reduced by 1 for every other character that joins the line.)

End of Round 2


Round 3

Go ahead


F Ifrit Paladin / 1

Saresha pats her horse once the wagon is safe, and goes to help with the bucket line.


male Image human rogue 1
Spoiler:
HP: 10/10 | AC: 17; FF: 12; T:15 | Fort: +1; Ref: +6; Will: +0 | Init: +4 | Perc: +4

Bahram continues his help with the bucket line.

Come on guys we're conquering this thing, we can do it.

He tries to motive them others keeping up morale.

diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25


Koldemar Sorcerer (Primal) 1 AC:18 [T:14 F:14][HP:7/7] Fort:1 Ref:4 Will:4 Perc:+8 Init:+4

Red-Hot! You know fire? Tell it go away! More rays, more frost.


F Ifrit Paladin / 1

Saresha makes a face at Snowball - "I'm not like you, Snowball! I can't control elements like that!" She does have to suppress the wildly inappropriate urge to laugh at the notion, though. 'Tell it go away' indeed.


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Round 3

Within 30ft of the burning wagon:
Rauve sees the rope land next to him, "Alright!" But first he takes a moment to cast Create Water (2 gallons) above the wagon to help out before he goes after the pig. He figures that the wagon is more important than the single escaped pig.
Then he grabs to rope and dashes over to the pig. "The Rope, NOW!

Not within 30ft of the wagon:
Rauve sees the rope land next to him, "Alright!" He then grabs it and dashes over to the ping,"The Rope, NOW!
Calm pig: 1d20 + 5 ⇒ (6) + 5 = 11


Round 3

A great amount of water appears in the air atop the wagon drenching it, and putting out the fire. You run towards the scared pig taking the rope in your hand and throwing it.

Ranged Touch:1d20 ⇒ 13

The rope falls atop the pig, and upon Beinir command it coils and knots itself on the pig bringing it down.

Beinir I assumed that last action as if you had readied it, since we don't have a initiative right now. And as a way to keep things moving. If it bothers any of you some small actions of your characters being taken by me do tell.


Stats:
AC 17/12/15 (19/14/15 vs Gnolls) HP11/11 F+5 R+2 W+6* Init +2 Per +4

All good, that's what he would have done.


Spells Prepared:
0-Level (3/at will) Create Water, Detect Magic, Light 1-Level (2/day) Speak with Animals, Obscuring Mist
Rauve:
AC: 16/9/16 HP: 9/11 SAVES: 5/-1/6 INIT: -1 PER: +8 DV: 60ft
Farra:
AC: 16/12/13 HP: 13/13 SAVES: 5/6/0 INIT: +3 PER: +4 LLV, Scent

Rauve picks up the pig and heads back over to the pen with all the other animals and starts to calm them down. Farra does a little investigating around the camp site while the chaos is coming back to order.(she is a very strange camel) but never strays too far from Rauve (20ft.ish)

Those little actions are perfectly fine by me, makes things flow a little smoother for PbP games.


After the immediate crisis being resolved, you are left out of place for a few moments as the members of the camp work to put things in order again. Thus you have rejoined unsure what to do next when Almah and Garavel approach you. Now without the distracting chaos you can see her features more clearly, Almah is a black haired, beautiful woman of blue eyes and tanned skin, she is wearing white silks decorated with blue patterns covering her head, and a red wool tunic. When she reaches you she says formally:
I must thank you, your help kept our damage to a minimum. But now I have a new task for you. I ordered Garavel to investigate the fire in case it was set by someone in the camp. Though I doubt it was so. Since you just arrived there is no chance of you being possible culprits and thus I wish for you to help Garavel’s investigation.
After saying this Almah leaves for her tent, leaving Garavel to brief you:
I believe we should begin by investigating the burnt wagon then you should do as you see fit. He then adds: The burned wagon belonged to Almah’s personal fortuneteller a handsome man called Eloah from Almah’s distant homeland of Varisia.

Member of the camp:
There are 14 persons here besides Almah, myself and you. They are the four members of the pactmasters guard: Fixx, Keldon, Podarn and Vodrave. Six mercenaries: Trevis, Utarchus, Dullen, Kallien, Brotis and Yesp. The camel drivers: Hadrod and his wife Hadrah. Father Zastoran the red haired Halfling you probably have already seen. And our expert in gnolls and the region a man that goes by the name Dashiki.

The Wagon:Half charred harrow cards lay scattered near the ruined wagon. Upon examining it closely, you find besides the ashes broken bottles and vials, a cracked crystal ball of the non-magical variety and several pools of melted wax where candles must once have stood, and the charred bones of the unfortunate fortuneteller. You also find 55 pieces of gold.

Perception DC16:
You notice a man wearing filthy and torn vests watching you half hidden by a nearby wagon.

Perception DC20:
You encounter no signs of struggle suggesting that Eloah was either killed by the fire itself or the resulting smoke.

In case you have comentaries for Almah, put them in a spoiler tag, though you can talk to her during the investigation and later too. If you have questions for Garavel feel free to ask.


F Ifrit Paladin / 1

Saresha takes the time to unhook Daystar and pat him down a bit, finding a bit of shade by a wagon to park him in, before coming over to investigate.

Saresha's bad at this: 1d20 - 1 ⇒ (13) - 1 = 12

She doesn't find anything useful, though she does say a quick prayer over the dead man in Ignan. Its only polite. She assumes the Varisians in the caravan will take care of him more appropriate to their culture when they get the chance.

Done poking about the wagon, Saresha gets out of the way for the more qualified at snooping folk to take over.

Instead, she goes to talk to the folk that she helped push the closed wagon with, as she's of the opinion that anyone you sweat with is already halfway to being your friend. She goes to find and collect some water to offer them. That accomplished she finds her 'friends'.

"Hard work, that!" She greets, friendly, "I'm just glad we got here in time to help. Have you gotten some water yet?"

Diplomacize: 1d20 + 8 ⇒ (7) + 8 = 15

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