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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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 swings with his scimitar! "It's alright! We'll take this thing down!"

Scimitar: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

The Mountain's Maw |

I misread fog cloud - apologies. Even within five feet of this thing, it has 20% concealment to targeted attacks.

Rab-rab screams out again as she blasts the floating horror with her aerokinesis.

Partial Concealment: 1d100 ⇒ 46 All good. Rab-rab hits!

Min screeches as well as his burst of radiant energy limns the thing.

Because Min is more than five feet away from the thing and he doesn't want his friends to be potentially blinded, I am going to rule that Min's spell would be affected by the full concealment (50%) of the fog cloud.

Total Concealment: 1d100 ⇒ 46 Sorry. Min's spell is off-target.

A burst of light blooms within the fog cloud well behind the creature. It's at this point that Razif's scimitar swings out.

Partial Concealment: 1d100 ⇒ 47 SUCCESS! However...

The blade flashes true, but it passes clean through the thing without connecting. Layaali wakes up with a start.

Layaali, you are at the bottom of Round 2. You wake up prone and in a fog cloud. You can only see five feet around you, but you can hear your allies fighting something to the west. Drael can act at the top of Round 3.

Min:
Your mind races as you try to identify this thing. If you'd like, I will allow you to spend a standard action next round that might pay dividends for your group. If you choose to do so, then make two Knowledge checks - the first Religion and the second Local. If you choose not to do so, that's all good as well, but it does require you to burn a standard action to get this specialised information.


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 screams and shots the ... thing.
attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 3d6 + 6 ⇒ (3, 4, 2) + 6 = 15


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)

Hearing screams, Layaali staggers up to her feet. She looks around, wondering for a moment if her vision had once again receded. Deciding this is something else, she activates her halo.

Grand Lodge

The Mountain's Maw |

Rab-rab, it isn't your turn right now, but I'll keep your rolls for your attack in Round 3.

Layaali stands up and activates the glowing nimbus of late from around her head.

Drael 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 begins to glow with blue energy as he raises his axe and brings it down towards their mysterious attacker.

Activating bloodrage, he now has Blur on himself.

Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d12 + 8 ⇒ (9) + 8 = 17

Grand Lodge

The Mountain's Maw |

Drael and Razif - you are both shaken and should be applying a -2 to your attack rolls. I can see that Min is doing that; this is just a reminder that you two should be as well. Apologies if you are and I didn't notice. Speaking of which...

As Layaali concentrates on finding the gnomes via Rab-rab's screams, she discerns a moaning dirge-like sound coming from the same place.

Layaal Will Save: 1d20 + 5 ⇒ (17) + 5 = 22 SUCCESS! Layaali is not affected.

Drael's axe misses the billowy form.

Round 3:
  • Drael SHAKEN
  • Razif SHAKEN
  • Layaali
  • ??? <-----HERE
  • Rab-rab
  • Min SHAKEN
  • The thing shrieks like a crash of lightning then lashes out at Rab-rab!

    Melee Touch Attack vs Rab-rab: 1d20 + 9 ⇒ (13) + 9 = 223d6 ⇒ (6, 6, 1) = 13 HIT! 13 pts of cold dmg, Rab-rab!

    Icy claws carve into the pink-topped gnome before the thing pushes away from the plateau edge, floating effortlessly in the buffeting winds. The fog cloud peels away from around Layaali.

    Drael and Razif may both take attacks of opportunity! Don't forget the partial (20%) concealment rolls. Then, everyone may take their turns at the bottom of round 3 and top of round 4! Oh, and the thing now has 50% concealment now that it is more than 5 feet away. Min, the offer in the spoiler tag still stands.


    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

    My bad! I hadn't been applying the -2.

    As the creature falls back, Razif tries to strike!
    Attack: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
    Concealment: 1d100 ⇒ 50
    Damage: 1d8 + 1 ⇒ (6) + 1 = 7

    "W-w-we might need magic to take this thing out!" Razif mutters through his chattering teeth. He rushes back to his sleeping place to get his bow, but before picking it up, enchants it with his Touch of Flame.

    So what I'm thinking here is, this turn:
    - Move action to get to my bow
    - Standard action to enchant it.
    Then next turn:
    - Move action to pick up my bow
    - Standard action to fire it right away from where I am.

    Is that alright, GM, or am I getting my actions wrong somewhere? Just checking :)


    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 shots.
    attack: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
    damage: 3d6 + 6 + 1 ⇒ (5, 1, 1) + 6 + 1 = 14


    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)

    Rolling Rab-rab's concealment for her in case she needs it.
    Concealment: 1d100 ⇒ 89

    Layaali moves up behind her companions at the fringes of the cloud and prays, blessing their endeavours.

    Casting bless. All allies gets +1 to attack rolls and saves against fear.


    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 pauses and thinks....

    Knowledge Religion: 1d20 + 3 ⇒ (16) + 3 = 19
    Knowledge Local: 1d20 + 3 ⇒ (3) + 3 = 6


    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)

    I also wasn't applying the -2, thanks for the reminder.

    AoO: 1d20 + 9 ⇒ (15) + 9 = 24
    Damage: 1d12 + 8 ⇒ (6) + 8 = 14

    Drael waits for the creature to re-emerge from the darkness, on edge as he hears its keening moans move further away from the group.
    Preparing an attack for if/when it re-appears within melee range.

    Grand Lodge

    The Mountain's Maw |

    Razif lashes out at the retreating form, his scimitar flashing past the dread thing's form.

    Drael's Concealment roll: 1d100 ⇒ 74 SUCCESS!

    The bloodrager's axe reflexively strikes the thing, carving a strange wisp of fog out of its being as it whisks off into the fog. The suli then braces himself for a further attack while Rab-rab blasts wildly into the mists, her pneumatic energy failing to connect with anything of substance. The pale light of Layaali's nimbus bathes the combatants in her benevolent prayer.

    Min ponders the meaning of this thing.

    Min:
    You identify the creature as an edimmu, the undead and incorporeal form of a slain genie unable to return to its home plane. You recall that both Osiriani and Katapeshi folklore are rife with tales of these roaming malcontents who spread suffering and destroy joy. Some of the tales have moral lessons, many of which point to warding rites or gestures that can be used to force a wicked edimmu to flee. Unfortunately, you cannot remember any of these wards. I will give you one useful piece of information about the creature - in addition to the fact that you know it's incorporeal, you also recall that they can wield mastery over storms.

    Grand Lodge

    The Mountain's Maw |

    Sorry, got delayed....

    Round 4:
  • Drael SHAKEN
  • Razif SHAKEN
  • Layaali
  • ??? <-----HERE
  • Rab-rab
  • Min SHAKEN
  • As Min's eyes grow wide with realisation, the winds around them go from blustery and annoying to gale-force and dangerous! The fog cloud blows away in a blink, revealing the ghostly form floating fifteen feet above the path, arms stretched out at the party.

    You are all within the range of the nascent windstorm. The winds are gust of wind-quality, which means that Min and Rab-rab are knocked prone, and ranged attacks and Perception checks are at -4. You all may act!


    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 y-you've GOT to be kidding me!" Razif mutters, seeing his odds at hitting this thing with his arrows get blown away by these winds. Nevertheless, he moves in position and envelops his bow and arrows in flame, hoping the enchantment will outlast the winds.

    So here's a fun one: does the gust of wind blow out the Flaming enchantment on the arrows? For this turn I'm assuming the flaming effect fizzles out due to the wind, but the enchantment will still last the full minute.


    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 groans as the winds pick up, If you can't shoot it from here, I've got no chance. Min, any idea what this thing is or how to kill it?


    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)

    As the windstorm blows away, Layaali catches a glimpse of the strange creature just within the boundaries of her dark vision. She shouts a prayer into the wind and, though her voice is swallowed by the storm her prayers are not—a brilliant ball of light encompasses the creature, searing its (presumably undead and evil) form!

    Burst of radiance around the creature. It's blinded for 1d4 ⇒ 1 rounds. If it passes a DC 16 Reflex save it's dazzled for that duration instead. Regardless, if its evil it takes the damage below.
    Damage: 5d4 ⇒ (1, 4, 1, 4, 1) = 11

    There are way too many 1s in there for my liking! Haha.

    And I'm out of 2nd level spells now, so that's the only time I can do that.


    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 shots the thing.extended range infusion.0 burn)
    attack: 1d20 + 8 + 1 - 4 ⇒ (2) + 8 + 1 - 4 = 7
    damage: 3d6 + 6 ⇒ (1, 2, 4) + 6 = 13


    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

    it's a eddimu! they are dead genie's unable to return to their home plane they also control storm's and are incoporeal. min yell's

    I want to know it's weakness's.

    Min sings a series of long notes. As he chants, his body glows with a bright, brilliant light. Then he claps his hands together! The light from Min extinguishes and a bright ball of light surrounds the monster!

    casting burst of radiance. He is blinded for 1d4 ⇒ 2 rounds. If he passes a DC 15 Reflex save he is dazzled for that time instead. If he is evil he takes the damage below.
    Damage: 5d4 ⇒ (3, 1, 4, 1, 4) = 13

    Grand Lodge

    The Mountain's Maw |

    I think the following was missed from my last post by the gnomes.

    GM wrote:
    "The winds are gust of wind-quality, which means that Min and Rab-rab are knocked prone, and ranged attacks and Perception checks are at -4."

    Both gnomes continue fighting from the ground after being toppled like a set of children's blocks. Layaali and Min send similar blasts of holy light at the edimmu. Rab-rab rips a futile blast of air, more in angry frustration than anything else.

    Reflex Saves: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (12) + 5 = 17

    Min, you know that these things can be dismissed as per the spell dismissal, but you don't know anything further. Of note, I'll allow anyone else (besides Min) who has a rank in Knowledge Local to make a check on these things if they wish to try.

    Round 5:
  • Drael SHAKEN
  • Razif SHAKEN
  • Layaali
  • Edimmu <-----HERE
  • Rab-rab PRONE
  • Min SHAKEN, PRONE
  • The undead creature, scorched by the holy energy, screeches again as it launches forward, careening in from the edge of the plateau at such an angle to avoid the very-ready suli, despite its blinded eyesight!

    Bestiary wrote:
    "Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see."

    Note: the winds are now only at a severe strength. This would put a -2 on Perception and ranged attacks, and allow the gnomes to stand up if the wished to do so.

    The edimmu seeks undying vengeance on Rab-rab!

    Melee Touch Attack: 1d20 + 9 ⇒ (3) + 9 = 123d6 ⇒ (5, 1, 5) = 111d100 ⇒ 44 MISS!

    Rab-rab desperately rolls out of the way!

    Everyone 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)

    With the creature in close, Layaali prays aloud to Vildeis, but rather than healing her allies, the resulting wave of energy harms the undead.

    Channel energy to harm undead. DC 16 Will save for half damage.
    Damage to Undead: 3d6 ⇒ (1, 5, 2) = 8


    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 quickly steps in front of Rab-rab, lashing out with his axe. His frustration with the creature's evasiveness feeds into his fury, and his axe swings wildly towards its head.

    Attack: 1d20 + 7 ⇒ (18) + 7 = 25
    Damage: 1d12 + 14 ⇒ (9) + 14 = 23


    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 attempts to fire an arrow, knowing the odds aren't in his favor.

    Bow Shot (Point Blank): 1d20 + 7 + 1 - 2 - 2 ⇒ (16) + 7 + 1 - 2 - 2 = 20
    Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3


    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 stands up and five foot steps away. Then she blasts it. She's super angry. "I'll show you wind!!" she shouts.

    I'm actually going to take some burn even though burn is scary, cause this thing is scary too! Using Focused Blast for 2 burn to gain +1 attack. My infusion specialization reduces that to 1 burn. This triggers her elemental overflow (for the first time ever!) which gives her an extra +1 attack and +2 damage

    Wind blasts away from Rab-rab's body in a circle and it looks like she's almost levitating off the ground. (This is the visual manifestation of her elemental overflow which just sounds cool).

    attack: 1d20 + 8 + 1 + 1 + 1 + 1 ⇒ (9) + 8 + 1 + 1 + 1 + 1 = 21 (bless, point blank shot, focused blast, elemental overflow)
    damage: 3d6 + 6 + 1 + 2 ⇒ (3, 6, 5) + 6 + 1 + 2 = 23 (point blank shot, elemental overflow)

    Her 1 burn is the same as 5 nonlethal damage. I don't really know how nonlethal works other than it doesn't kill me. My HP was 39/42 before doing this.


    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

    "We could dismiss this creature if any of us were capable of casting dismissal!" Min shouts. "I sure can't! But I do have THIS!"

    Min sings a series of long notes. As he chants, his body glows with a bright, brilliant light. Then he claps his hands together! The light from Min extinguishes and a bright ball of light surrounds the monster!

    casting burst of radiance. He is blinded for 1d4 ⇒ 3 rounds. If he passes a DC 15 Reflex save he is dazzled for that time instead. If he is evil he takes the damage below.
    Damage: 5d4 ⇒ (4, 1, 1, 2, 1) = 9

    That's my last time I can do that.

    Grand Lodge

    The Mountain's Maw |

    GM rolls: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 5 ⇒ (11) + 5 = 16

    Layaali and Min scour the lost djinni soul with positive energy as Drael hacks into it. Even Razif scores a hit with an errant arrow, but it's the angry pink-haired gnome who finishes the deal. Rab-rab explodes in a massive blast of energy that tears the edimmu apart. Unfortunately, the undead predator implodes in a pyrrhic blast that washes over the entire party!

    GM rolls: 1d20 + 6 ⇒ (15) + 6 = 211d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (18) + 3 = 211d20 + 7 ⇒ (17) + 7 = 241d20 + 6 ⇒ (3) + 6 = 9
    GM rolls: 1d4 ⇒ 21d4 ⇒ 2 Both Layaali and Razif take 2 pts of Constitution damage! That means each of you have your maximum hit points reduced by 5.

    The aasimar and the dune walker both feel bits of their essence ripped away as the edimmu screeches into oblivion. The raging windstorm calms, then blows itself out, returning the night to its previous stillness.

    Knowledge Religion DC 20:
    You recognise that the connection of this dread soul to the mortal world is not yet truly severed. You have this inkling that fell magic will rejuvenate the fallen genie spirit in a few days' time - plenty of time to be elsewhere.


    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

    religin: 1d20 + 4 ⇒ (13) + 4 = 17
    "Next time we are not going on gaurd"


    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 shoulders slump with exhaustion as the battle rush begins to fade and he remembers how little sleep he has gotten. We can deal with that later, is everyone alright? Hopefully there aren't more of those things out here.


    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 shakes off the dirt from his clothes. "Everything fine here. Looks like we were right to be vigilant though, gods that was a scare." He takes a deep sigh. "I can pick up the watch from here, I'm still alright." he says, trying to ignore the strange loss of breath he's feeling.


    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'm sleepy. Says Rab-rab while yawning. Lets go to bed Min.


    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

    Yeah


    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)

    Religion: 1d20 + 9 ⇒ (11) + 9 = 20

    Layaali bids then gnomes goodnight then approaches Razif. "This evil has not been completely vanquished, nor its tie to our world completely severed. It will rejuvenate in a few days time. Time enough for us to be far away, but we should take another path home lest we encounter it again."

    With a nod to Razif, she returns to the others, spares a few prayers to heal their wounds, and returns to sleep.

    Channelling twice to top everyone up. (Excluding the Con damage, of course.)
    Healing: 3d6 ⇒ (1, 5, 1) = 7
    Healing: 3d6 ⇒ (6, 6, 5) = 17

    Grand Lodge

    The Mountain's Maw |

    GM roll: 1d4 + 1 ⇒ (3) + 1 = 41d20 ⇒ 31d100 ⇒ 5

    Razif takes over from the gnomes' watch, taking up his bow and pegging his attention to the darkness. His watch passes with little excitement, much to the ranger's relief. Drael finishes the watch cycle with a similar lack of action, though the wind begins to blow again as the sun comes up, but not so nearly as blustery as in the evening.

    The morning dawns, still and cold on the rocky plateau. The breathlessness in both Razif and Layaali's chests seems to have resolved somewhat.

    Razif and Layaali have recovered one of those Constitution points, with one point of ability score damage remaining.

    The climb into the Pale Mountain range finds the party struggling to find the remnants of the mountain trail as it fades into the rocky backdrop. Somewhere within the seemingly ever-expanding horizon of intimidating grey and white peaks lies an enclave of unlikely elemental allies - the salamanders known to Beshvi. Though you've been told that it's on the north face of the tallest peak - the very peak for which the area has been named - and you can see that monstrous peak to the far northwest, the path in that direction...well, that seems to be less well-seen.

    How would you like to proceed?


    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)

    "Which way?" Layaali asks Razif, putting her faith in his vision and sense of direction.


    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

    "Good question, let me have a look." Razif takes a moment to survey the surroundings and see if he can find a good path.

    Survival: 1d20 + 9 ⇒ (15) + 9 = 24

    Grand Lodge

    The Mountain's Maw |

    Razif surveys the horizon, consults the map, stares for a long pause at the sky, and checks the wind whistling through the stony outcroppings. Finally, he nods, assured of his position and facing, and sets off across a seemingly-pathless patch of lichen-pocked stone.

    Within an hour across the unmarked rock, the trail reappears, confirming the ranger's skills and allowing the party the chance to move (and breathe) a bit easier. These lands are beautiful in a savage way, purples and blues of untouched stony promontories stretching deep into the tributaries of the Pale River as it crashes through carved canyons and coppery-grey capped peaks standing unapologetic amongst clouds of finest spun cotton. Life here claws to its own existence, whether it be flocks of mountain tarns nesting in remote aeries, thick green fingers of scrub plants sprouting out of stone faces, or subtle signs of humanoid passage along the high trail.

    Indeed, more than one three-toed footprint can be seen along the way, the lack of a prominent heel indentation reminding you all of the dominant humanoid race native to the Uwaga Highlands and the Brazen Peaks - the gnoll tribes of Katapesh, largely united under the banner of the Carrion King. Your purpose in these mean lands is clear.

    The day progresses swiftly, and as mid-day leads to early afternoon, the contrasting heights of the stony rises only grows, the resulting canyons appearing deeper, more intimidating, and less likely to permit natural daylight on the canyon floor. A distant roar of what you assume to be the Hammerfalls echoes around you in all directions, more prominent to your ears as you face away from the sun hanging heavy in the sky. By mid-afternoon, the origins of a deep box canyon, wide enough so as to be difficult to see all the way across, appear in the direction of your travels.

    Razif:
    You believe that you know where you are and that you need to head due east from here in order to reach the north face of Pale Mountain. Unfortunately, your light will fade quickly once you start in that direction.

    GM rolls:
    1d20 + 8 ⇒ (11) + 8 = 191d20 + 7 ⇒ (16) + 7 = 231d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (3) + 2 = 51d20 + 7 ⇒ (12) + 7 = 191d20 + 4 ⇒ (9) + 4 = 132d4 ⇒ (1, 1) = 2

    I have updated the map. What would you like to do?

    Grand Lodge

    The Mountain's Maw |

    Razif:
    Oops. That's due WEST from where you are, not east. GM mistake.


    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 stares into the distance for a bit.
    "I think we need to head west from here, and then we'll eventually reach the north face... but light will fade quickly."


    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, Sounds like a plan. Do you know of anywhere relatively protected where we could camp for the night?

    Grand Lodge

    The Mountain's Maw |

    Razif doesn’t know of anywhere given that he’s never been this high up in the Brazen Peaks. There doesn’t seem to be much forgiving up here.

    Grand Lodge

    The Mountain's Maw |

    Would you like to camp on the southern edge of this vast canyon, attempt to make it to the western lip, or something else? All will require Survival checks of various DCs (and no, I'm not allowing Aid Another actions for these rolls).


    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)

    The gnomes and I leave that decision to Razif, since he'd be the one rolling for it. We trust you, Razif!


    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)

    Same here, happy to go with whatever you think is best.


    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

    Thank you for your faith! Here goes nothing.

    Razif weighs their options for a while, then turns to his fellows.
    "Let's try to press on a little longer towards the western lip. This part is likely to be rough no matter what we do, and the sooner we'll be through it, the better."

    Survival: 1d20 + 9 ⇒ (14) + 9 = 23


    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)

    West it is! Wait which way is west? Rab-rab says.


    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'm afraid I don't know," Layaali remarks to Rab-rab. "Everyone says something about the sun's path, but I can't see it and most days it's hard to discern where the light's coming from. But Razif is a good guide. Wherever he's going is the way I would go."

    Then she hurries after Razif, not wanting to get lost.


    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

    "Yeah it is pretty hard to tell". Min agrees

    Grand Lodge

    The Mountain's Maw |

    GM rolls:
    1d20 + 10 ⇒ (16) + 10 = 261d20 + 9 ⇒ (20) + 9 = 291d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (19) + 4 = 231d20 + 9 ⇒ (3) + 9 = 121d20 + 2 ⇒ (19) + 2 = 212d4 ⇒ (1, 2) = 3

    Razif expertly picks his way along the canyon's edge to the western lip of the massive hole in the ground, aiming his path as it is lit by the dying sun. The team hustle at the ranger's heed, eager to gain some sort of cover before all goes dark. Just as the last of the sun slips beneath the teeth of the Brazen peaks, a pair of the party members (specifically, Drael and Rab-rab) spot the slightest of rustles along the opposite internal eastern wall of the cavern. Layaali smells something borne on the wind as well.

    Drael, Layaali, and Rab-rab:
    Drael and Rab-rab spot a large, chalk-coloured form with a demonic face and large, leathery wings. It is crouched nigh-immobile along the internal surface of the eastern wall of the cavern, facing you. Layaali, you smell sulphur, and the more you concentrate on it, you can smell it more distinctly. All of you recognise that something has spotted and is coming for you.

    Grand Lodge

    The Mountain's Maw |

    Knowledge Local DC 20:
    You've no clue how you have discerned this (Min), but you have a sinking feeling once you hear about the chalk-coloured monstrous creature. You are at the Chalk Cliffs, a huge set of limestone cliffs high in the Brazen Peaks known for housing a menagerie of pale-skinned gargoyles within its extensively honeycombed walls. The cliffs surround a massive box canyon that might have once been used by the Hammerfell dwarves that once lived and ruled this region, but they are long gone. Not so for the gargoyles.


    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)

    "Look out!" Layaali exclaims.

    If she has time she'll cast bless.

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