Legacy of Fire: Under Blazing Sun (Inactive)

Game Master inxpitter

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Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"I wonderrrr....these crrrreaturrrres of flame....Could they be?"

The sorceress studies the images of the fiery beings, wondering if the beings are from the Plane of Fire. While she studied the images, Josria kept her ears open for any sounds of an ambush.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7 O.o Note to self: put points into Perception!

Planes: 1d20 + 6 ⇒ (10) + 6 = 16


December 26th Update

Josria recognizes the depictions to most likely be djinn of some sort, as beings of fire they would probably be ifrit.

As everyone wants to keep exploring the first floor, I'll move you to the second most popular choice, the southwest hallway.

You all make yourway back to the southern cloister, past the courtyard, and enter the Southwest hallway. This large but plain interior hallway leads to the various chambers of the monastery's southern wing. A weatherworn statue of a winged woman stands in the middle of the hall.

There are three rooms with closed doors, but you can peer past a doorless archway into a kitchen, and another open archway leads to what looks like a dormitory for possible students.

============
The options here are 5 different rooms, each with closed doors. I'll let you guys decide if you split up, sneak around, prepare, etc. Either way, need a decision.


Moved my token to the opening
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

"Ok, lets come back to the statue and stairs down later" Mahk agrees with the others. He then moves down to the end of the hallway and peers thru the open doorway.


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"Ah! I recognize these figures! The beings of fire are the efreet, and the others are the djinn," she told the others.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan takes a cursory look at the depictions, before following the ranger, leading the way with his dancing lights.


Inactive

"Seems the artwork here depicts a little bit of everything," Reja murmurs as Josria points out the efreet and djinni.


December 26th Update

Apologies, seemed my polygon reveal didn't save on the map somehow. I'm assuming you'll choose the first archway Mahk, tactically it makes sense for your character.

Here is what Mahk sees as he peers into the room.

Ten bunk beds in various stages of disrepair fill this chamber, which must once have been a dormitory for students. The roof is mostly intact, and an open arch in the north wall leads to a large hallway. The east and west walls both bear sturdy wooden doors leading to other rooms, and an open arch in the southeast corner of the room leads into a darkened antechamber, perhaps a large closet.


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"Indeed. The arrrrtworrrk so a varrriety of things. Strrrange that djinn and efrrrrreeti would appearrrr in this temple," Josria said.

She quickly looks around trying to see if her catlike senses could help Mahk.

Perception: 1d20 + 2 ⇒ (3) + 2 = 5


Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Mahk takes a quick peek around the room, then moves back to the southern hallway as he does not want to get too far ahead of the group. He stands guard, as the more knowledge and religious check out the frescoes and other wall coverings and drawings.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan shadows Mahk, ready with either sword...or dancing lights.


Inactive

As the group makes an initial sweep of what looks to be more living quarters, Reja raises her hand. "A quick moment before ve move on. Perhaps there are more clues as to vhat happened here...or at least as to how the people here once lived," she explains as she moves to have a look at the antechamber to the southeast.

Reja still has her Light spell active so she should have enough light to see by.


December 26th Update

Reja moves to the antechamber to further inspect the area. It's almost sad, to see the remains of the disciples that once lived here, and yet so many possessions broken and torn, as if the temple's new inhabitants were scrounging around the place.

Shit. There's some blood smears still on the floor, as if bodies were dragged from the room.

You reach the door, and it appears to be unlocked at the turn of its knob, However, upon pressing against it you find that the door it tightly jammed. as if it were stuck in place. Further examination reveal that there seems to be some kind of strange mold growing over the door, probably the adhesive holding this door in place.

You could try and break, force open with strength, or find other means to bypass the door. Or you could go see what's beyond the other archway, or the other two closed door rooms.


Inactive

"Eyuck! There is a strange mold growing here," Reja grimaces. "The door is stuck fast, unless ve vish to try breaking it down."


December 26th Update

You can make a DC 20 strength check to try and break the hold on the door,


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan puts his dueling sword away, cracks his knuckles, and assists with the door.

str check: 1d20 + 2 ⇒ (3) + 2 = 5

He then looks at the others, shrugging his shoulders...


Strength Check: 1d20 + 3 ⇒ (3) + 3 = 6

Mahk chuckles at Adroushan poor attempt to break open the door, and tries himself. He sheepishly turns back, "any one else care to try?"


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

Josria looks at the mold covered door and cringes.

"Ugh! Mold! I hate mold. Therre is something...odd about this mold. Mahk, what do you think?"

She then asks if it would be better to rest first before continuing to explore.

"My magics are severrrrely depleted and if we get into a fight, I won't be much help."


Knowledge (nature), +1 if Heal or Survival is the correct check: 1d20 + 5 ⇒ (6) + 5 = 11

Mahk looks at the mold and shrugs. "Your guess is as good as mine" he says to Josria. "Lets finish up this little bit here, then take a break. We can come back tomorrow and check out the area where the pugwampi were shooting at us, and then move the statue and head downstairs" he suggests.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan waves his manicured nails at the mold, cleaning it away.

He smiles at the catfolk.

I couldn't agree more!


Inactive

"Hmm. Perhaps I should try as well?" Ajala asks and then aims a mighty punch at the reticent door...

Str: 1d20 + 3 ⇒ (14) + 3 = 17

...which cracks and splinters, but still holds fast.

"I believe we might be better off turning our focus elsewhere," she suggests. "To break this door down will make a lot of noise and possibly yield nothing fruitful for us."


Inactive

"I suppose you are right," Reja admits. "As are the rest of you. Let us finish up here and then return to camp to rest and report our findings so far. Then ve can return and continue tomorrow."


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"Good idea. Once we arrrre prrrroperrrly rrrested, then....Wait...do you mean go in therrre and then rrrest!?"

Poor Josria cringed as she realized that the group had wanted to explore the room that lay beyond the mold covered door.


Inactive

"Er no...I meant these other small side rooms," Reja responds, looking a little puzzled. "If the door vill not open then it does not seem vise to force it unless ve must. Though perhaps I am misunderstanding and everyone vishes to go through the door after all," she shrugs.


December 26th Update

Map updated. Choice choices choices.

And you guys could move your own characters, that'd be great for me.


Which door were we trying to force open? A14?


Inactive

Based on the previous description here then A14 seems to be the door that's stuck. Looks like we've got a few other side rooms here we can check out, too. Also sorry DM; I moved everyone over to where we're supposed to be on the map!


December 26th Update

Apologies, I moved you to the correct area. You are actually tryin got break down that small door in the room.

Still need someone to step up and make a choice, if gets a second I'll proceed.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan stands ready to assit Mahk.


Inactive

"Eh...perhaps ve should leave this one for now and try the northern door instead," Reja suggests. "Ve can always return to this one later after ve've explored a bit more."

Since we're having some trouble getting the door open and half the party is 'ewww mold' then I suggest we work on checking out the doors A16, A17, A15, and A14. Once those are done then we head back out and rest up. That'll leave basically all of this level cleared and then we can come back and head down the stairs after we rest :)


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"That worrrks forrr me," the sorceress said in reply.

In my experience from playing fantasy games, rooms that have a lot of mold in them tend to have oozes and living fungi in them, and I'm not referring to ooze monster girl! I had a former coworker who actually liked monster girls. Shudders...


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan's perception/scout skills are terrible, so he will follow the Mahk's lead while searching around.

Adroushan casts dancing lights again.

The Magi then readies his sword.


Perception (traps): 1d20 + 7 ⇒ (12) + 7 = 19
Disable device: 1d20 + 4 ⇒ (3) + 4 = 7

Mahk looks at the southern door(A16) in the room with the beds, inspecting it for traps.

If he finds none, he looks around at everyone, "be prepared, I am opening this now."

If he does find a drop he attempts to disable it. and fails miserably


December 26th Update

Mahk, A16 is one of the northern doors. Not sure if you read the numbers wrong, but going with [A16] as [A18a] hasn't been forced open with a str check

[A16]
Beyond a doorless arch appears to be a large kitchen complete with walls lined in shelves and cupboards , a huge central table, and an enormous oven against the north wall. Several drawers and cupboard doors stand askew, and the floor here is a jagged field of broken glass, smashed pottery, bits of sharp stone, a jagged bones, and discarded cutlery.

However, what catches your attention are the three pugwumpis that surround a large cooking pot. One wears a ratty apron, another a ratty chefs hat, and the third is naked as usual. They stop and look at you, seemingly mid-soup tasting.

Then they pull out the bows and retreat to the back of the room cackling.

Initiative:

Josria Init: 1d20 + 2 ⇒ (9) + 2 = 11
Mahk Init: 1d20 + 4 ⇒ (11) + 4 = 15
Reja Init: 1d20 + 2 ⇒ (15) + 2 = 17
Alayi Init: 1d20 + 3 ⇒ (2) + 3 = 5
Pugwumpis: 1d20 + 5 ⇒ (16) + 5 = 21

Initiative Order: Pugwumpis, Reja, Mahk, Josria, Alayi
No map for this round as its incredibly small

The Pugwumpis act first, spending their turn hurrying to the back of the room, and tossing over a table to act as cover. The Pugwumpis have cover.

The floor here counts as difficult terrain and if you end your turn on it you must make a Reflex DC 12 or take 1d3 damage. There are shelves and other tables to jump on, but you must make a Dex check DC 15 or fall off.

Players are up!


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan?


Longbow: 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 1 vs AC 17 (13 +4 for cover)
Ouch, I meant A18, but ok.

Mahk, seeing the pugwampis shoots an arrow at the one he can see best, and slightly wounds it. "More dang pugwampi here!" he shouts.


Female Catfolk
Quick Stats:
Init +2, HP 34/34 low-light vision; Perception +3, AC 12, T 12, FF10, F +2, R+3, W+4, +2 saving throw bonus vs fear, +4 saving bonus vs hot conditions, +1 saving bonus vs fire, FR 10, Base Atk +2; CMB +3; CMD 15
Sorceress 4
Quick Skills:
Climb +2, Diplomacy +13, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Planes) +9, Linguistics(Gnoll, Ignan) +4, Perception +3, Dance +5, Spellcraft +7, Survival +3, Use Magic Device +8

"You see!? We should have rrrrested firrrrst and then continue explorrring! Oh well, we need to kill them off anyhow," the feline sorceress said as she hurled a glob of acid at the pugwampi!

Acid Splash Ranged touch attack: 1d20 + 2 ⇒ (20) + 2 = 22 Booyah!

Acid Splash damage: 1d3 ⇒ 3


Inactive

"I'm sorry!" Reja groans as she draws her sling. Well aware that her aim was not the best, she decided to do the only other thing she could think of, reaching out to place a hand on Adroushan's shoulder. "May the elements guide you!"

Reja will draw her sling as a move action and then hit Adroushan with Guidance.


Inactive

Init: 1d20 + 1 ⇒ (17) + 1 = 18 Ajala acts in the same block as everyone else.

"Now this won't do at all," Ajala rumbles as the pugwampis tip over a table in an attempt to protect themselves. She strides forward, bits of glass and pottery crunching under her feet as she attempts to push the table out of the way of Reja and her friends.

Str (If Needed): 1d20 + 3 ⇒ (7) + 3 = 10
Reflex (DC 12): 1d20 + 1 ⇒ (12) + 1 = 13


December 26th Update

Whoops, my bad Adroushan.

Initiative Adroushan: 1d20 + 2 ⇒ (16) + 2 = 18

You act right after the Pugwumpis

Initiative order: Pugwumpis, Adroushan, Reja, Mahk, Josria, Alayi

I'll wait till adroushan to continue posting.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Adroushan rushes the front pugwumpi.

Melee aldori dueling sword: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d8 + 2 ⇒ (5) + 2 = 7


December 26th Update

Adroushan Unluck: 1d20 + 2 ⇒ (9) + 2 = 11

Adroushan charges into the room, paying no heed to the floor below him. He lifts his blade and smashes it down with furious might, but it catches the edge of the table instead of a pugwumpis neck. He also gets spat on in the face by one, for good measure.

Reja sets up her ranged capabilities quickly and then sends a guiding spell to her melee oriented friend.

Mahk fires at the small group of gremlins in melee and while he does get a hit in, the blow is glancing.

Reja prepares her magic, and shoots forth a glob of acid that catches a pugwumpi's face as the creature peers over their makeshift defense. You can hear it screaming as it struggles on the floor.
One pugumpi out of three dead

While there isn't much room to work with in the small kitchen area, Ajala is strong enough to pull the table out of the way for the others to have easier attacks. She hefts it to the side.

Each of you inside the kitchen, make your first roll one to resist the floor damage

The Pugwumpis, surprised you all would charge them so readily, fight back against what is most certainly their doom. They know they'll probably die, so they're going to be the biggest pains they can be before they do.

Attack Adroushan: 1d20 + 3 ⇒ (9) + 3 = 12 damage: 1d2 ⇒ 2
Attack Adroushan: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d2 ⇒ 1


Inactive

With the table now out of the way Reja draws her sling and takes aim, attempting to crack one of the remaining pugwampis with a stone.

Attack (Sling; Into Melee): 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Damage: 1d4 ⇒ 1


Inactive

Reflex (DC 12): 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d3 ⇒ 1

"Much better," Ajala smiles as she strides over to the nearest pugwampi, wincing slightly as the shards and bits of glass crunch under her feet. When she closes the distance she swings a mighty arm around in a haymaker punch.

Attack (Slam): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Currently on mobile and can't access the map; please move Ajala to the nearest pugwampi!


Longbow: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 4

"Get them from a distance" grows Mahk, as he lets loose with another arrow, but it flies over the pugwampi head.


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Ignoring the scratch, the magus swings again.

Melee aldori dueling sword: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 + 2 ⇒ (6) + 2 = 8


December 26th Update

Josria, you can take an additional action next turn.

Mahk tries to get a decent shot in, but his fear of hitting his companions makes him err to caution and so the arrow goes to low and scatters along the floor. Its the same case for Reja as well.

Adroushan and Ajala do their best in the melee confrontation, but both their strikes can't seem to land on the small repulsive creatures.

rolling Adroushan's Reflex save for floor damage: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d3 ⇒ 1

The pugwumpis, emboldened, keep going seeing if they can fell at least one of the party before their untimely end.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d2 ⇒ 2
Attack: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d2 ⇒ 1

But the swordsman is to strong for them, easily repelling their small dull blades with ease.

Each of you inside the kitchen, make your first roll one to resist the floor damage. Adroushan, please remember this time.


Longbow: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 4 Really?? Same dang roll as before. The Paizo dice roller hates me.

Mahk continues to try and kill a pugwampi at range, but his arrow once again misses. "Damn pugwampi" he mutters to no one in particular.


Inactive

Once more Reja attempts to fell one of the pugwampis with a stone from her sling.

Attack (Sling; Into Melee): 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage: 1d4 ⇒ 2


Inactive

Reflex (DC 12): 1d20 + 1 ⇒ (11) + 1 = 12

"Pesky things," Ajala scowls as she takes another swing at the pugwampi in front of her.

Attack (Slam): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Human (Ebou Dari) Wilder 5 Hp 40/40 Init +3; Perception +13 AC 18; Fort +5, Ref +7, Will +7

Apologies. TPK against these...lol.

Reflex: 1d20 + 2 ⇒ (12) + 2 = 14

Adroushan relentlessly swings again.

sword: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 2 ⇒ (2) + 2 = 4

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