Legacy of Fire (Inactive)

Game Master dinketry

The sands of the desert are unforgiving, and those who show weakness rarely survive.

Kelmarane Regional Map

The Mountain's Maw

The House of the Beast


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Grand Lodge

The Mountain's Maw |

I’m waiting for someone to indicate on the ‘Kelmarane Regional’ map where you would like to go and what route you want to take...


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

"Blessings upon you, as well, Yesper. Enjoy."

---

Layaali smiles as she watches Rab-rab and Min lead the way.

To Razif, she says, "Would you help them stay the course, please?"

As Uzma offers her his arm, Layaali accepts with mild surprise. "Oh, thank you."

Once they've started on their way, Layaali enquires, "Tell me, Uzma, how have your dreams been? Have you received any more visions?"


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Razif nods at Layaali. "I'm not sure if I can keep up with their energy, but I'll try!"
He dashes over to the Bunnisbeldar siblings to join them in their vanguard, making sure they properly follow the planned route.

"It'll be a few hours' walk, but we have to lay low. However, once we hit the shrine, I think we can relax a little, though I'd be careful with that kite, Rab-rab."


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

"My dreams are peaceful. It is the visions that come to me during the day that haunt me," he confides to Layaali as they walk. "I know that you think that I have lost my mind. Perhaps I have. But I assure you that what I say is true: Vardishal has come to me to guard us against a great evil. And I cannot but assume that this is the will of Gozreh..."

The man seems tired, weighed down by the tests he has endured since they began this adventure. "Things were simpler when I was alone in the desert, listening to the wind," he continues with a sigh. "I had peace of mind and some measure of comfort..."


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

"Thank you, Razif."

---

"I am sure that you will find peace again, one day, Uzma. But, the task ahead of us is monumentous. It may be a long time, before you feel that calm settle over your spirit once more."

With a kind smile, she adds. "Promise me you will be wary of this Vardishal. I hope that you are correct, and his presence is your god's will. But, just in case... Exercise your judgement. What Vardishal considers evil, may not align with our perceptions." After a moment of silence she finishes, "And if it does, then I will stand beside you. I will help you combat the evil you have glimpsed in the future, however dark and foul it might be."


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

"Thank you," Min says with a nod at Razif, happy that someone else is helping him handle his crazy sister.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

"No problem. However, I'd not pull out any books too quickly, Min. We have to stay sharp, and books are just as much a distraction, especially while traveling."

Razif looks up at the sky. Was that rude? He was very much not used to telling others what to do.


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

"Alright, Razif! Hop on one foot, like THIS!" After a few hops Rab-rab exclaims, "Now on two feet! Yeah! Okay and back to one! Hop, hop, hop!"

Even though Rab-rab is the best, Jack-jack seems quite good at this game, too. He does exactly what Rab-rab does!


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Razif looks at Rab-Rab amused, but once they're out of the relative safety of the monastery grounds, he urges her to try to stay more quiet.

"I know, I know, stealth is no fun, but if the gnolls at Kelmarane know we're here, it could cost us our chance."


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

Min sighs. "Good luck, Razif. I've been trying to make her quiet down for years."


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Rab-rab laughs. She picks up Jack-jack and cuddles him.

"Quietly now! Whispers only!"

She continues to hug and cuddle her rabbit on the walk, whispering nice things to her.

Grand Lodge

The Mountain's Maw |

GM roll: 1d20 ⇒ 41d100 ⇒ 4


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Walking with Layaali, Uzma takes her concern to heart. From the folds of his robe, he conjures the phylactery that she chose to give to him. "I believe that this was placed in my path to alleviate my concerns – and yours. I have prayed and I have not been made to understand that I have lost my way..."


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Layaali smiles serenely, "And may it always stay that way, my friend."

Grand Lodge

The Mountain's Maw |

The blistering heat of the evening trip through the desert scrublands south of the Pale River fades just as the gang reach the banks of the river. The journey has been steadily gruelling, sweat pouring from everyone's forms, though certain party members (i.e. Drael and Layaali) have been more affected than others.

The walls of Kelmarane have grown in size and gravity as the gang approaches, a solitary patrol of four gnolls entering the city gates as twilight fades reminding you all of the odds stacked against you. At the southern banks of the Pale River, you all notice the elevation begin ticking upwards. Nightfall seems moments away and the heat of the day has blissfully faded, though the plummeting temperature promises more weather worries before your patrol ends.

Survival DC 15:
You think the air temperature will get distinctly chilly this evening. Cold weather gear might be necessary.

Perception DC 20:
With two hours of searching, you spot a disused trail heading north through the foothills of the Brazen Peaks.

Perception DC 25:
Your search only takes one hour.

Perception DC 30:
Your search only requires 30 minutes. Additionally, you find the prints of a single large clawed creature both coming and going along the trail.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Survival: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

After one hour of roaming, Razif notices something in the distance through the desert glare. "Look at that. It's hard to tell, but there's a footpath right there going through the foothills of the Peaks. Should serve us nicely, don't you think?

He then takes a look up at the skies.

"Also, heads up. The desert at night is cold, but I feel like tonight might be even more chilly as usual. Does everyone have any form of warm clothes with them?"


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Survival: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Drael does his best to remain watchful throughout the patrol, but his heavy armor and the scorching heat leave him struggling to just keep up with the rest, let alone look at anything other than the ground in front of him. He shields his eyes against the sun, Yes, that does look like a path. I'm afraid that I don't have any warm clothes, I'm not sure about the rest, but this will certainly be a long and cold night.

Grand Lodge

The Mountain's Maw |

The ranger's keen eyes spot the footpath in the last of the evening light, allowing for the rocks to shield you from Kelmarane's eyes once you're forced to light a path forward. His keen weather sense provides plenty of warning to allow the gang to kit up for a cold night in the foothills.

From what I can tell, Drael, Razif, Uzma, and the gnomes will all need some form of light source. It is dark as night can be in the foothills of the Brazen Peaks once your begin ascending. Please let me know who has light sources - you'll need more than one. Additionally, you'll all need some form of cold weather gear - a winter blanket wrapped around you, a cold weather outfit, or some magical protection. No, you cannot share. Please use the Discussions thread to let me know how you'll handle this.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Survival: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Layaali proves no help in navigating the desert and foothills. When she's nice and close to the trail, she does notice it, though.

"Well done, Razif. Thank you."

As it gets dark, Layaali activates her halo, causing a bright nimbus of light to form around her head. As the weather drops she pulls out her winter blanket and wraps it around herself for warmth.

Grand Lodge

The Mountain's Maw |

GM roll: 1d20 ⇒ 41d20 ⇒ 11d20 ⇒ 9

The group slowly makes their way up the tenuous mountain path after crossing the Pale River at its particularly shallow banks. As a cold wind blows amongst the foothills and night descends in full, Layaali notices the gnomes shivering and offers her blanket to Rab-rab. Drael does likewise to Min, the suli seeming somewhat inured to the cold. The oracle and the ranger both struggle in the piercing wind, blowing into their hands futilely to keep them from going numb.

Layaali Fortitude Save: 1d20 + 2 ⇒ (3) + 2 = 5 FAIL!
Razif Fortitude Save: 1d20 + 5 ⇒ (15) + 5 = 20 SUCCESS!

The ranger is able to steel himself from the cold, but Layaali seems particularly vulnerable to exposure. She eventually devolves into a continuous shiver, her teeth chattering as she wills herself forward.

Nonlethal Exposure Damage: 1d6 ⇒ 1 hp nonlethal dmg, Layaali. Layaali, you are also fatigued.

The gang continues up a switchback trail through the foothills, the Brazen Peaks towering above, shutting off views of Kelmarane below.

GM roll: 1d20 + 6 ⇒ (11) + 6 = 171d20 - 1 ⇒ (4) - 1 = 3

Suddenly, Razif calls out to the gang in alarm as a too-rigid figure lurches upright from the ground well ahead of the party. The light of the party glints off rusty metal armour draped across the slumped shoulders of the a skeleton standing in a battle-ready pose, its long sword and shield
held ready as cold blue light ignites in its eye sockets. As if on cue, the rocky path all around the group erupts in activity as skeletal forms erect themselves, rusty weapons gripped in fleshless fingers.

No surprise! Round 1!


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

There isn't a map up that I can see, how far from the skeletons are we?

Grand Lodge

The Mountain's Maw |

I've discerned a party order based on previous tactics and reading what you've all written recently. Hopefully it's accurate to what you would actually do.

Foothills Path

Initiative Rolls:
Drael Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Layaali Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Min Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Rab-Rab Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Razif Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Uzma Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Skeleton Initiative Rolls: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 6 ⇒ (6) + 6 = 121d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (8) + 6 = 141d20 + 6 ⇒ (18) + 6 = 24

Initiative Order:
  • Skeleton E
  • Skeleton A
  • Layaali Fatigued
  • Skeleton C
  • Uzma
  • Razif
  • Min
  • Skeleton D
  • Skeleton B
  • Drael
  • Rab-rab
  • Round 1!

    A pile of bones rises up to take on a human shape. Its long, bony fingers reach out to claw at Drael as it races forward. The armoured skeleton advances on Razif with a rapid but jittery gait, its longsword swinging down from high!

    Melee Attack on Drael, Charge: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 201d4 + 2 ⇒ (3) + 2 = 5 HIT! - 5 hp dmg, Drael!
    Melee Attack on Razif, Power Attack: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 71d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10 MISS!

    The skeleton's claw rakes Drael on the side, but the longsword misses the ranger.

    Layaali, you may act!


    Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

    Layaali shivers uncontrollably, but is comforted to know that he companions are warm and healthy.

    Knowledge Religion on Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13

    As the skeletons appear around them, Layaali adjusts her positioning and prays aloud to Vildeis, channeling her gods holy power into her body, and then out in a blast of divine wrath!

    "And so Vildeis' might scoured the evil from this earth!"

    Channeling energy to harm undead. It will hit all of them. Will DC 15 for half damage.

    Harming Undead: 1d6 ⇒ 4

    Grand Lodge

    The Mountain's Maw |

    Skeleton Will Saves: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (18) + 2 = 20

    Layaali determines that the majority of the attacking throng are mundane and simple-minded undead. The armoured skeleton wielding the long sword is a different creature. None of the creatures seem to take the full brunt of Vildeis' wrath, though all are harmed somewhat. A skeleton brandishing a rusted cutlass steps up to the bloodied Drael, slashing both with its sword and its clawed hand.

    Melee Attack on Drael #1: 1d20 + 0 ⇒ (7) + 0 = 71d6 ⇒ 2 MISS!
    Melee Attack on Drael #2: 1d20 - 3 ⇒ (2) - 3 = -11d4 + 1 ⇒ (3) + 1 = 4 MISS!

    The skeleton, recently blasted with holy energy, misses wildly with both attacks.

    Uzma, Razif, and Min may act!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Seeing his gnomish allies in danger of being struck by the undead, Uzma invokes the light of Gozreh and then steps into battle.

    Cast Flare (Fort DC 13) and 5-foot step.

    Grand Lodge

    The Mountain's Maw |

    The druid casts a spell that seems to have no effect on the skeleton, but brandishing Tempest, bravely steps forward to thwart its attack.

    Undead creatures are immune to anything that would cause them to need to make a Fortitude save, including the flare spell just cast, FYI.


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael's warhammer leaps into his hand as the first skeleton appears before them, and he lashes out at the first one to approach him, striking through its ribcage.
    Attack: 1d20 + 4 ⇒ (17) + 4 = 21
    Damage: 1d8 + 5 ⇒ (2) + 5 = 7

    Grand Lodge

    The Mountain's Maw |

    Drael, it's not your turn in initiative order yet. We will keep your action in check until your turn. Awaiting Razif and Min.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Lesson learned!

    Grand Lodge

    The Mountain's Maw |

    Razif and Min: you are both up in combat order. You may act.


    Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

    Sorry, the post went up after Min's bedtime, and it's always straight off to school in the mornings. He'll be able to post once he's done school in a few more hours. Three or four depending how much homework he has. Thanks.


    Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

    Huh, thought I posted but it must've not gone through somehow. Or maybe I'm just remembering wrong.

    Razif sidesteps the attack, and in one smooth move draws his scimitar and strikes!

    Attack: 1d20 + 3 ⇒ (10) + 3 = 13
    Damage: 1d6 + 1 ⇒ (1) + 1 = 2

    Grand Lodge

    The Mountain's Maw |

    Razif's scimitar clangs off of the armoured skeleton's breastplate, easily turned aside.

    I'll move ahead with the two other skeleton attacks, and we can get Min into initiative order when he's available (neither of the two attacks will directly affect his character).

    Yet another skeleton charges forward at the rearguard of the party, Drael, bringing to bear its rusty scimitar. Meanwhile, the skeleton that Uzma stepped in front of lashes out with both of its claws.

    Melee Attack on Drael, Charge: 1d20 + 4 ⇒ (4) + 4 = 81d6 ⇒ 1 MISS!
    Melee Attack on Uzma #1: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (3) + 2 = 5 HIT! - 5 hp dmg, Uzma!
    Melee Attack on Uzma #2: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (2) + 2 = 4 HIT! - 4 hp dmg, Uzma!

    The skeleton pack surrounding Drael scrape and claw, but none have found an effective attack strategy on the battlerager yet. The latest skeleton to join the fray misses with its broken scimitar wildly. Uzma, to the contrary, fares much worse, and keenly feels the bite of two separate clawing attacks to his chest and face.

    I'll plug in your attack action here, Drael.

    The bloodrager springs to action, his warhammer crashing through the ribcage of the first (red) skeleton, collapsing it to an inanimate heap.

    Min and Rab-rab may act when available!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Of course, being far too swamped with work to focus, I forgot all about Heat Shimmer! :(

    Grand Lodge

    The Mountain's Maw |

    You won’t forget next round.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    lol. You never know, but I don't think so!

    Grand Lodge

    The Mountain's Maw |

    Awaiting Min and Rab-rab.


    Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

    "Yikes!" Min exclaims.

    He quickly flips through his books, looks up a spell, and then loudly says, "Sumpeery koo kala!" Casting mage armour.

    "I am not prepared for skeletons!" he says, before thinking really hard about them...

    Knowledge Religion: 1d20 + 3 ⇒ (10) + 3 = 13

    Does this count as the desert? If it does, My AC is now 17. If it is not, my AC is 15.


    Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

    "Wow, Rotten Egg, you don't look so good!"

    If this counts as the desert:

    Rab-rab reaches out and pats Uzma on the back. "You'll be alright!"
    Casting cure light wounds on Uzma Healing: 1d8 + 1 ⇒ (4) + 1 = 5
    Then she takes a step over.

    If this is not the desert:

    "Leave him alone!" Rab-rab says to the skeleton. She moves over a step, waves her arms at the skeleton and wiggles her fingers. Then a big blast of air flies from her hands at the skeleton

    Air Blast: 1d20 + 4 + 1 - 4 ⇒ (1) + 4 + 1 - 4 = 2
    Magic Bludegeoning Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

    I am using my Eternal Hope ability, which lets me reroll a 1 on a d20.

    REROLL Air Blast Attack: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12

    Grand Lodge

    The Mountain's Maw |

    Wow, good question! Yes, it does count as desert terrain (still); no, it does not count as mountainous terrain (yet).

    Min recognises the skeleton with the longsword as more than a simplistic undead monster and then protects himself with a shimmering suit of force. Rab-rab heals Uzma as she chides him with playful banter.

    Round 2!

    Initiative Order:
  • Skeleton A
  • Layaali Fatigued
  • Skeleton C
  • Uzma
  • Razif
  • Min
  • Skeleton D
  • Skeleton B
  • Drael
  • Rab-rab
  • The armoured skeleton continues to swing heavily at the ranger, sidestepping to keep the ranger in his track and gripping the sword with both hands to maximise potential damage.

    Melee Attack, Power Attack, Two-Handed Swing: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 91d8 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 MISS!

    The skeleton misses again, its piercing blue gaze never leaves the ranger's eyes.

    Layaali, you may act!


    Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

    Hoping that there are no more skeletons out of her sight, Layaali holds her holy symbol aloft, and prays for Vildeis' aid once more.

    "And the Cardinal Martyr gave unto her followers the power to smite her enemies!"

    Channeling to harm Undead: 1d6 ⇒ 5 Will DC 15 for half damage. It will hit all of them.

    Grand Lodge

    The Mountain's Maw |

    Skeleton Will Saves: 1d20 + 7 ⇒ (8) + 7 = 151d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (1) + 2 = 3

    Layaali's holy energy blasts through the skeletons once more, destroying the majority of the undead blights with ease. The armoured skeleton, seared by the divine wrath, remains upright, pressing its unholy attack on the ranger.

    Everyone (besides Layaali) may act!


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael runs toward the last skeleton, ready to attack as soon as he gets within range. Readied attack if it gets closer for some reason, otherwise he'll approach next turn.


    Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

    Rab-rab and Jack-jack jump over a few feet (move action). Then she waves her arms at the skeleton and wiggles her fingers. Then a big blast of air flies from her hands at the skeleton.

    Air Blast: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12
    Magic Bludegeoning Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

    "I'll protect you, Jack-jack!" she exclaims.


    Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

    Finding no other helpful spells in his book, Min shuts it with a THWACK!

    "Rab-rab, get back here!" he tells his sister. He follows her a few steps and then he sighs. "Stay behind me!"

    He tells the last skeleton, "Stay away from my sister!" Then he holds his book against his chest with one and and waves the other one at the bad guy. A blast of super cold air flies at the skeleton! Using energy ray.

    Ranged Touch Attack: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
    Cold Damage: 1d6 ⇒ 6

    ...But he totally misses.


    Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

    "Great job Layaali!" Razif shouts as the skeletons behind him fade into nothingness. Noticing the rest gathering behind him, he sidesteps slightly to block access to the gnomes, whispers to the Dawnflower to guide his blade, and strikes!

    Attack: 1d20 + 3 ⇒ (17) + 3 = 20
    Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    posting from my iPhone so I’ll keep it short...

    Moving like a mirage, Uzma steps forth and strikes with Tempest.
    attack: 1d20 + 1 ⇒ (11) + 1 = 121d6 ⇒ 4

    Activate Heat Shimmer + move + attack

    Grand Lodge

    The Mountain's Maw |

    A blast of air and a super-cooled blast of energy shoot past the armoured skeleton from the gnomes, both missing widely. Drael steps near to the fray; Uzma steps right up to the melee, swinging Tempest with little success. The ranger stabs true, his blade finding a gap in the creature's armour, but Razif notes with horror the lack of any real damage caused by his blade.

    Round 3!

    Initiative Order:
  • Skeleton A
  • Layaali Fatigued
  • Uzma
  • Razif
  • Min
  • Drael
  • Rab-rab
  • The blue-eyed skeleton swings again at Razif, this time with only one hand, fury and power seething through his thrust. A coincidental chill air rips through the party, buffeting all.

    Melee Attack on Razif, Power Attack: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 171d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12 HIT! - 12 hp dmg, Razif!

    Razif realises too late that his successful-though-meek blow against the undead horror left his flank open. The skeleton skewers Razif through the mid-section with a mighty wound in response.

    Everyone may act!


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael cries out in shock as Razif nearly crumples under the skeleton's assault, and his own eyes begin to glow with a bluish light as he steps up to retaliate. Beginning to bloodrage.
    Attack: 1d20 + 6 ⇒ (16) + 6 = 22
    Damage: 1d8 + 7 ⇒ (2) + 7 = 9

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