Caffeine_Addict's Legacy of Fire (Inactive)

Game Master Andrew Van Werkhoven

Legacy of Fire adventure path


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"Ahahah! Respect!? Look at them: servants of illusions! Slave to their faith. They chose their path and I am choosing mine. No need to linger on the past."

He starts to head back upstairs, stops:"I'll take the mace. It's a good weapon. I'd need a shield to fight with it."


Female Human Sorcerer 1

I believe there is still a door on this level, Cahal, if we want to search that first.


Male Human Cleric/1

Bahram shakes his head at the man, but allows him to take the weapon. He gathers the other items up and packs them away for future use, then heads towards the closed door with the others.

Ok..so the mace goes to Cahal, the brooch to Mirah...I will take the holy symbol...does anyone else want anything?? I will carry the extra for now, but if you wish to claim something, just tell me and I will remove it from my inventory.


Cahal is about to go upstairs when he catches sight of the others and remembers the door. He turns around and get to it, opening it with one hand, the mace in the other.


Female Human (Keleshite) Conjurer (Teleporter) 1

I don't really need anything right now, you can hold on to it for now. Maybe when we get back at camp we could try to sell/barter what we don't want with the npcs there.

Aisha positions herself behind Cahal, ready to face whatever may lurk in the nearby room.

Grand Lodge

This chamber seems to be an enormous laboratory. Against the north and south walls are two identical daises raised about five feet from the laboratory floor, each accessed by a wide set of curved stairs.
Atop each dais is a wide workbench covered in a bewildering series of glass beakers, tubes, alembics, athanors, and other alchemical tools. Some of these containers are filled with a murky green substance.

A massive mold-encrusted basalt table dominates the entrance of the room, flanked by two small tables to the east and west containing surgical tools and sheaves of old parchment. The walls of the subterranean lab were clearly fashioned from the living rock under the monastery, but carefully cut mold-encrusted tiles line the floor, interrupted occasionally by metal drains the size of dinner plates.

The room is 35x45', you have come in from a short 10' wide by 15' long passageway on the western corner of the north wall, there appears to be stairs upwards in the middle of the west wall.

Perception checks as per usual if you are investigating anything.


Male Human Cleric/1

Bahram looks around the room in sickened fascination.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Distracted by all there is to see, he stands still, head twisting this way and that in an attempt to understand all he is seeing.


"Oh boy! I love crypts!"

Cahal walks round like a child, looking at the instruments, their quality, whether he could use some and, more importantly, what the alchemist had been working on...

Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Appraise: 1d20 + 1 ⇒ (1) + 1 = 2
Craft (Alchemy): 1d20 + 6 ⇒ (3) + 6 = 9


Please note I'll be away from Friday to Monday.


Female Human Sorcerer 1

Mirah utters an incantation, focuses her eyes, and searches the room for magical auras from the doorway before delving any deeper into the room.

Perception: 1d20 - 1 ⇒ (13) - 1 = 12


Female Human (Keleshite) Conjurer (Teleporter) 1

Pondering the nature and purpose of what seems to be a large laboratory hidden deep under the old monastery, Aisha carefully looks around the room, searching for anything of relevance.

Perception:
Aisha
1d20 + 2 ⇒ (8) + 2 = 10
Isis
1d20 + 14 ⇒ (9) + 14 = 23

Grand Lodge

You spread out to investigate the room, Cahal systematically walks around the room in a clockwise fashion, looking like a kid in a candy store. As he passes the northern table he notices one of the glass apparatus contains a green fungus that appears to be quivering slightly.

Meanwhile, Bahram stands in the middle being careful not to venture too close to the strange devices on the desks.

Mirah stands safe at the door scanning for auras, of which she finds none.

Aisha and Isis cast a keen eye over the laboratory, heading for the south table first, as Cahal seems to have the North table covered. Isis too spies a beaker full of sickly greenish mold that appears to be quivering.

If anyone has a problem with where I've place them let me know, and roll initiative.


Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

"Something's moving here..."


Female Human Sorcerer 1

Inish: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Cleric/1

Initative: 1d20 + 1 ⇒ (16) + 1 = 17

Grand Lodge

I'll roll your initiative Aisha for brevity, - Aisha 1d20 + 6 ⇒ (16) + 6 = 22 and Isis 1d20 + 3 ⇒ (2) + 3 = 5

Initiative groups are as follows

Group 1
Aisha
Cahal ud'Din
Bahram

Group 2
Slime 1
Slime 2

Group 3
Mirah
Isis

Can I get your actions Group 1, so far Cahal and Isis are the only two who have seen the slime move, if you move anywhere in the room give me a rough idea of where you are.


Cahal moves swiftly to the table. His first reflex, as a fledgling alchemist, is to try to reverse the glass container to capture the slime underneath, but if it seems too risky, he'll revert to proven mace tactics...

Reverse glass contanier: CMB 1d20 + 4 ⇒ (20) + 4 = 24
OR
Proven 2h-Mace tactics: 1d20 + 5 ⇒ (1) + 5 = 6; 1d8 + 5 ⇒ (1) + 5 = 6


Male Human Cleric/1

Unsure of what has happened, and still slightly overwhelmed by all the alchemical equipment, Bahram steps back to the doorway. He readies his weapon, as well as calling several prayers to mind, and waits to see what "is moving".


Female Human (Keleshite) Conjurer (Teleporter) 1

Seeing Cahal swift action, Aisha realizes something must be amiss and readies herself for battle. She retreats as fast as she can towards the others by the doorway, to regroup for a possible attack.

caffeine_addict:
Thank you for rolling my initiative caffeine_addict; sorry about my absence, I'll try to be more consistent with my posts from now on.

Grand Lodge

Just realised we had a few mercs hanging around :P Completely forgot about them. They're up top with Darkha clearing any remaining rodents out while you explore the crypts

Cahal manages to flip the glass container, trapping the slime.

Bahram waits near the door, and is joined by Aisha.

The slime in the upturned jar starts to shake and shiver, before the glass container explodes into a thousand pieces.

The slime near where Aisha was investigating oozes out of the container and slides off the table, oozing into one of the drainage grates on the floor.

Group 3's turn.


Female Human Sorcerer 1

Mirah assaults the nearest ooze with Acid Splash, changing the energy to cold as she does so.

Acid Splash: 1d20 + 2 ⇒ (20) + 2 = 22 Touch AC

Damage: 1d3 ⇒ 1 Cold Damage

Crit Confirmation: 1d20 + 2 ⇒ (3) + 2 = 5

Crit Damage: 1d3 ⇒ 3


Cahal shrugs at the destruction of fine alchemical glassware: "That was a fine piece of glass, you numb piece of mushroom!" He swings his mace at it, hoping to smash it silly.

1d20 + 5 ⇒ (7) + 5 = 12; 1d8 + 5 ⇒ (1) + 5 = 6

He then steps back a bit from the table. (5-foot step)


Female Human (Keleshite) Conjurer (Teleporter) 1

Aisha takes up her crossbow and gets herself in a shooting postion, ready to fire upon the hidden ooze as soon as it comes out of the floor grates.

In game terms: Aisha readies an action to shoot her crossbow as soon as the ooze is visible. Isis delays untill end of turn.

Aisha: Attack (Ranged)
1d20 + 2 ⇒ (12) + 2 = 14
Damage
1d8 ⇒ 4

Grand Lodge

Mirah waves her hands in incantation and a splash of cold energy leaps out to the ooze in front of Cahal, slowing it down slightly, but not much.

Cahal vents his frustration at the monster by smashing it with his mace, flattening the creature onto the table, leaving it barely quivering, but still alive.

Aisha brings her crossbow up and waits patiently for the slime to show itself, ignoring the activity to her left as Cahal smashes his ooze to a pulp.

Bahram?

The mold on the table seems to rear up and moving faster then you thought possible slams into Cahal with a vengeance, damaging him for one point of damage. Can't remember if I decided I'd roll your saves for you, do you have an objection to it? If you do then knock yourself out rolling your own, otherwise here's a fort save for you. 1d20 + 3 ⇒ (10) + 3 = 13

The room goes quiet in anticipation as Aisha looks around for a possible place of attack, she hears the expulsion of air from a broken pipe jutting out from the wall near the door and turns her attention to it just as blob of disgusting green mold rockets towards her.

With lightening reflexes her bolt takes flight and slams into the creature, slowing it enough that it falls harmlessly at her feet.

Group 3, then Group 1, Bahram, when you're ready just slot in and I'll fix it around your post


Male Human Cleric/1

Sorry about that. Bahram will throw a firebolt at mold on the table.

Attack-Ranged touch: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d6 ⇒ 2

Grand Lodge

Bahrams firebolt strikes true and burns the mold, emitting foul smelling odours, but he doesn't manage to kill it and it continues its attack on Cahal. It attacks as per my write up, but it looks very near death now.


Female Human Sorcerer 1

Mirah unleashes another blast of cold, following up Bahram's fire bolt with it.

Acid Splash (Cold): 1d20 + 2 ⇒ (15) + 2 = 17

Damage: 1d3 ⇒ 1


Female Human (Keleshite) Conjurer (Teleporter) 1

Aisha pauses for an instant, trying to assess the situation: firing upon that disgusting ooze attacking Cahal would carry a substantial risk of actually hitting her companion and not the creature, while the one in front of her presents a clear shot. Alos, could there even be more of those creatures in the pipes running below?

Without time to ponder further, she quickly reloads her crossbow, takes aim, and sends another bolt flying towards the ooze she hit before.

In game terms: Isis uses both her move action and her standard action to take two consecutive perception checks to look for more enemies. Aisha uses her move action to reload the crossbow, and her standard action to fire the crossbow at the same ooze as last round, then she takes a 5-foot step towards door.

Isis: Perception
1d20 + 14 ⇒ (6) + 14 = 20
1d20 + 14 ⇒ (6) + 14 = 20

caffeine_addict:
I can't for the life of me remember if using 2 skill checks in a turn is ok or just an houserule my old group used to allow. I double checked my manuals, and I'm still not 100% convinced. The reasoning behind this was that: intentionally using perception is a move action, and the possibility to "downgrade" a standard action to a move action if needed. Still, I have absolutely no problem if you decide to allow just one roll, just tell me, and sorry about this little impasse :).

Aisha: Attack (Ranged)
1d20 + 2 ⇒ (12) + 2 = 14
Damage
1d8 ⇒ 8


For good measure, Cahal repeats his strike on the mold.

Mace: 1d20 + 5 ⇒ (9) + 5 = 14; 1d8 + 5 ⇒ (1) + 5 = 6

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