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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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)

"Goodnight!" Rab-rab says. She gives her brother a hug goodnight when he tucks her in, and then she cuddles up with King Jack-jack and goes to sleep.


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

Oh, oops, right! In my defense, it was getting pretty late when I made that post, so that might have been real life whispering in my ear as well, ahaha.


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 follows the rest to their beds, too exhausted to prompt any of the discussion that will no doubt occur soon enough between Razif, Uzma, and Layaali.

Grand Lodge

The Mountain's Maw |

The gang wake up in the evening to the smell of some form of a roast emanating from the kitchens. Your stomachs refuse to allow you to return to sleep despite the aches emanating from the rest of your body, and you slowly make your way out of the dormitory to the mess hall to await the arrival of your breakfast and everyone else's dinner.

You socialise and catch up on the daytime happenings at the monastery as you sup on what the more alert of you recognise to be roast goat; you hope it isn't Rombard. During the day (as you slept), you learn from Vesper (sporting a well-oiled spiffy suit of leather armour) that the geier came back to tend to her eggs during the day and then left again. Otherwise, the patrols surrounding Kelmarane have continued unabated.

What do you do?


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 is still very weak! I have only 4 strength damage now.

Min spends some time studying his arcane tomes while sticking close to Rab-rab. He tries to help her train for a bit.

Then it is time to travel to Kelmarane and check out the tusks building.

Grand Lodge

The Mountain's Maw |

Good point, Min. You have 4 STR damage (a -2 to STR checks, as well as to hit checks with melee weapons - but not ranged weapons or rays/spells). Uzma has only 1 STR damage at this point (no negative to your STR checks). Everyone is at full health.


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 spends her first hour kneeling in silent prayer. When it's over she eats and searches for the others.

"Are we ready to begin our attacks?"


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

His stomach filled, Razif nods. "Once we carry this out, there might not be any turning back: we might not have the freedom to take any more excursions. I don't believe there's any need, but..." A flash of realization dawns over Razif. "We... might want to return to the Nethys ruins. It had completely slipped my mind, but the Princess gave us a key that might be of use there."

"... though I guess it might be a little late to change plans. My apologies."

Grand Lodge

The Mountain's Maw |

As if on cue, Dashki comes to the mess hall, seeking you all out. He sits down roughly at your table, seemingly out of place - you've never seen him in the mess hall. His darting eyes move purposelessly as he leans in to Layaali and whispers...

Sense Motive DC 15:
He seems agitated.

Layaali or anyone else with DC 10 Perception:
"The Three Jaws have made for the walls of Kelmarane; they hunt Kulldis tonight."

He abruptly stands and leaves the mess hall without another glance.

What do you do?


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 nods at Dashki then turns to the others. "Definitely too late. The others are moving tonight. So should we."


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)

"Hey! What's with the whispering Dashki? Is it a secret? Why only for Layaali? Do you want to kiss her? Do you love her?" Rab-rab puts her hands on her hips as he tries to leave. She calls loudly. "Huh? Tell me! Why are you running?"

When he's gone she sits down and crosses her arms. "I don't like secrets."


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. "Calm down and I'll tell you a secret."

If Rab-rab Calms Down:
Min leans over and whispers a secret in her ear....
Spoiler:
"One of my arcane tomes has some neat lessons that should help your air magic."


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

"They may hunt for more than a night and the secrets of the temple may prove useful," Uzma argues. Oddly, he now seems reluctant to move on Kelmarane. "Regardless, if we decide to go to Kelmarane, is the plan to use the attack by the Three Jaws as a diversion to investigate?"


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 shakes his head, We should not rely on them hunting for longer than is necessary. I would think we do want to use the Three Jaws as a distraction, so that they do the brunt of the fighting for us.

Grand Lodge

The Mountain's Maw |

What does the group decide to do?


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 responds to Drael's words with a nod. "I agree. This fight is a perfect time for us to sneak in unnoticed. Best strike while the iron is hot, and it's not going to get much hotter than 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)

"Let's go. We can start at the edge near the Tusks building, and then the flying monster building, as planned."


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 calms down so she can hear Min's secret...

After he whispers in her ear she grins.

When Uzma says they should go visit the stupid temple instead of attacking like they promised they would Rab-rab shakes her head, hops up on her seat and puts one foot on the table. She points at Uzma. "No backing out now, coward! We're heading to Kelmarane and that's that!"


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. "Rab-rab, be careful. You could fall. Get off the table."


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 pouts. "FINE!"

Brothers!

Grand Lodge

The Mountain's Maw |

The gang head out of the monastery into the gathering dusk, intent upon Kelmarane and the dangers hidden within. Everyone is unnaturally quiet on the trip in, even the gnomes. Razif leads the way, well aware of the critical eyes on him each time he catches Uzma and Layaali's glance.

A cool breeze blows across the deserted pesh fields as the gang skirts the edge on their way north. The gathering night appears clear. Kelmarane's walls grow larger and larger still and at one point, Razif stops the group and examines the trodden earth carefully.

Razif Survival Check: 1d20 + 9 ⇒ (8) + 9 = 17

Razif:
A pack (4 or 5) gnolls passed this way within the past hour, moving quickly but with stealth.

Nodding with satisfaction, Razif points out the tracks of a group of gnolls that have passed this way recently on their way towards Kelmarane. Razif asks Drael to use his ability to see in the gloom to determine what awaits them ahead along the entrance to the city walls. Drael steps up and peers into the darkness.

Drael:
You see no guard or sentry posted at the entrance to Kelmarane's walls currently.

Drael indicates that the sentry post into Kelmarane appears vacant at present.

The adventuring gang continues forward cautiously, making use of stealth to cover the last remaining yards to the walls of the occupied city of Kelmarane.

GM rolls:
Passive Stealth Checks: 1d20 + 1 ⇒ (2) + 1 = 31d20 + 0 ⇒ (18) + 0 = 181d20 + 6 ⇒ (16) + 6 = 221d20 + 12 ⇒ (1) + 12 = 131d20 + 10 ⇒ (6) + 10 = 161d20 + 9 ⇒ (12) + 9 = 21

Layaali and Razif have no trouble in sticking to shadows, but Drael requires assistance from the desert guide Uzma in staying low, and Rab-rab needs to be reminded more than once by Min to keep her voice down as the group reaches the walls of the city. Once at the entrance, the reason for the unmanned state of the city gate becomes immediately obvious: a pair of broken gnoll bodies lay crumpled at the foot of the wall just inside the gates, blood stains smearing the sands where the bodies were dragged recently.

The night is upon you all. An occasional yip or growl comes to your ears distantly from within the hills of the city of Kelmarane.

Kelmarane City Map

A note on Kelmarane: there is elevation to the streets of Kelmarane. Where you start is the lower section of the city. The road that leads towards the domed building slowly and somewhat steeply climbs as it progresses, reaching its summit at the battle-market (the domed building).

What do you do?


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)

I vote we follow the path then start by checking out the first building we find. (I drew an arrow of our route and labelled the first building 1 on the map) Those of us who can see can watch the broken ruins for enemies as we pass by.


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

I agree, but you missed a building Layaali. I moved your 1 over, and labelled the one you has as 1 as 2. After that I think we should go check out those few alone across the river, and then turn and take the road up into the city checking out each building as we go.


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)

I agree with Min.


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

I also agree. That looks like a good way to sweep through the city.


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)

Sounds good to me.


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

Grand Lodge

The Mountain's Maw |

Without a light source. you are in low-light conditions. Within the buildings, you are in darkness. You may, of course, use a light source, but this will likely attract the darkvision-gifted gnolls quite readily.

The main road leading through Kelmarane is not very well illuminated. The gang creeps through the gloomy darkness, peeking at the ruined and desolate buildings, jumping at every small noise. Most of the buildings are little more than ruined foundations and parts of walls, but a few intact structures remain. The gang come up on one such building on their left after about ten minutes of sneaking between buildings. The door-less entrance of the building leads into darkness.

I need a marching order, please. Discuss it in the Discussions thread and let me know there, please.

GM roll: 1d10 ⇒ 4

Grand Lodge

The Mountain's Maw |

I made an error in the above description. The building you came across is on your right - it is Building #1 on your map as marked by Min.

Map of Ruined Building #1

Drael leads the gang through the dark streets of Kelmarane and up to the doorway of the large ruined building.

What do you 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)

Rab-rab walks in the middle of the group with Jack-jack at her feet and right beside her brother. She heads into the building and looks around -- but it's too dark to see!


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 walks beside his sister. When they get into the building he says, "Lookoo bookoo!"

Four magical floating lanterns appear in the air in front of him. He points into the dark building and lanterns fly inside, lighting the place up.

Min looks around.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17


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 turns around and gestures frantically at Min, Keep those close to you, they're going to light up the whole building so people know we're here. If you can control how many of those things you summon, only have one and make sure it isn't going to be visible to the rest of the city.

Grand Lodge

The Mountain's Maw |

The map of the ruined building is the second slide on the slide show - check it out and you may move your icon into the building.

Map of Ruined Building #1 (Slide #2)


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)

"Not all can see as you do, Drael," Layaali reminds him. "You cannot expect them to walk into a building blind."

Layaali follows the gnomes into the building.

GM:
Just an FYI since light sources matter and Drael's requesting Min douse his lights:

Min is fine going without lights in the low-light conditions outside, but inside a dark building he decided to use his lights (all four of them). He won't go in (or let Rab-rab) go into the building blind (even if having light is dangerous). Long story short: Despite Drael's request Min is still going to keep all four of his lights out (and use them) while inside the dark building. He's asleep now, though, so he won't be able to confirm that himself until tomorrow. Just wanted to specify he won't be taking Drael's advice in case you move us along before he posts again himself..


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 nods, I had forgotten, and the spell is smartly used, I'm just concerned that four will draw too much attention. I suppose we'll find out soon enough.


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

"Just in case, I'll stick to the doorway and keep a lookout. It might be dark, but I trust my ears. If things go badly inside, just do a quick whistle and I'll come in immediately."
Razif leans against the outer wall and keeps his ears open.

Rolling perception with an emphasis on trying to listen to gnolls approaching, hope that's alright!
Perception: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26


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

Uzma guards the rear, along with Razif.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

The Mountain's Maw |

Drael, Layaali, and the gnomes (and their dancing lights) enter the darkened building while Uzma and Razif stand guard outside. Within, the group finds a completely deserted building that - despite collapsed rafters and beams - still sports four sturdy walls and most of a roof; it would be a good shelter/temporary resting spot for future forays.

GM roll #1: 1d4 ⇒ 1
GM roll #2: 1d10 ⇒ 10

Outside the ruined building, Uzma and Razif ignore their non-darkvision eyes and concentrate on their other senses in order to provide surveillance.

Razif:
You detect nothing close. You can hear faint growls and occasional yips from somewhere much deeper within Kelmarane, but nothing close.

Uzma:
Vardishal seems impatient. He keeps on ranting about "sneaking about the belly of the beast" within your mind. It's annoying more than anything.

Suddenly, an extraordinarily loud yelping howl comes from somewhere within the city to the west of your position. You've heard this howl from outside of the walls of the city of Kelmarane before, but the sheer volume of sound this close shakes you to your core.

Will Saves (DC 13): 1d20 + 0 ⇒ (15) + 0 = 151d20 + 4 ⇒ (6) + 4 = 101d20 + 3 ⇒ (2) + 3 = 51d20 + 0 ⇒ (1) + 0 = 11d20 + 1 ⇒ (16) + 1 = 171d20 + 6 ⇒ (9) + 6 = 15

Layaali, Min, and Rab-rab are all shaken.

Shaken:
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

The immense howl trails off and after a few moments an answering howl can be heard far, far away.

Once the second howl fades, Layaali, Min, and Rab-rab are shaken no longer. Roleplay it as you will; it's purely flavour.


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 whispers. "I'm not hearing any gnolls close by. Looks like we mig-"
His words are interrupted by the howl. His eyes widen and he looks around, but takes a sigh of relief when he realizes the loud howl is still a fair distance away.
"That howl again..." He shudders slightly. "Whatever's causing it, we're going to be facing it down sooner, rather than later. We'd best get used to the noise. Are you alright, Uzma?"


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 explores the ruined building sticking his magical lanterns in every nook and cranny. "Hmmm... Looks empty!"

He turns to leave when he hears the terrifying howl. "Aaaaah!" He grabs shrieks and then grabs onto his sister. "Are you okay, Rab-rab?"

When he sees she's fine he turns and looks around in fear. "Do you see anything?!"

After a little while he calms down. "I think we're safe."

Min moves to leave the building and right before he does he makes his lanterns vanish. (Dismissing dancing lights).

Then he heads outside. (It is still low-light out here, right?)


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 hides behind her brother and gives him a big hug. "Yikes!"

Even after the howling stops Rab-rab walks right beside her brother, hugging his arm tight!

"This place is spooky!"


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 suppresses a shudder. There was evil in this place. She had to find its source! For the good of all of Katapesh!

Despite her fear, Layaali is determined. she stays on guard beside the gnomes until the sounds fade into silence.

When it's over she finishes helping search the room, then heads back outside with the others.

"We need to press on. Be alert."

Ready to move on to the next building.

Grand Lodge

The Mountain's Maw |

The gang, led by Razif's ears and Drael's eyes, make their way slowly along the main road leading into Kelmarane. Up ahead, the sound of rushing water can be heard, signalling the gang's proximity to the Pale River as it winds through the northeastern corner of the ruined town.

A second building with largely-intact walls looms to the right of the group's advance. Fire claimed much of this building ages ago, leaving behind only a partially collapsed shell.

Drael:
With your dark vision, you can see an old ruined sign bearing the legend "SLAVE MARKET” hanging above the north side of the building.

New map on Slide #3 of this link: Map of Ruined Building #2 (Slide 3)


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 heads inside the building and looks around. If it looks safe within the 30 ft. she can see in the dark she waves the others forward.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

The Mountain's Maw |

The oracle with the gilded eyes moves into the burnt-out building and looks around. She sees nothing of immediate interest within the ruined entrance to the large building that appears to have once been some form of a market hall.

GM rolls:
1d10 ⇒ 61d20 + 7 ⇒ (1) + 7 = 8

Layaali:
You see nothing of interest, but you hear something moving through creaking wood further within the compound.


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)

"There's something moving in there," Layaali tells her companions. "I can't see it, though. Come on."

Layaali heads inside with her crossbow drawn and loaded.


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 moves slowly, doing his best to be quiet. Once he recognizes the sign, he stops, making sure the others have followed close behind him. We've reached the slave market.

As Layaali warns them about movement, he peers forward, doing his best to see what she has heard.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8


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 leans over and whispers (rather uncharacteristically) to Min. "Turn on your lights, Min! I can't see..."

Once he does she heads inside and looks around.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

"I don't see anything."


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

"Lookoo bookoo!"

Four more magical lanterns appear and fly off into the ruins to light them up.

"There. Now we can all see."

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


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

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Taking advantage of the light, Uzma attempts to spot whatever was scurrying in the shadows...

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