MiniGM's Legacy of Fire (Inactive)

Game Master Vuvu

Legacy of Fire, beginning on Book 4. A group of mercenaries hired by the Pathfinder Society to retrieve the Scroll of Kakishon from their missing agents.

Kakison Map

Battle Map


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Unnamed

About 30 feet in Beatrice sniffs again and points to the ground where there are several holes that look like that lead into tunnels under the ground.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Hmmmm, I wonder if we have long enough for me to produce some more alchemist's fire...say a fifty gallon drum to be poured down the hole.

Why did we leave Churley dead? Fools, fools!


Zephyr hurries forward, shivering again as she passes through the dead magic zone.


Unnamed

I will point out that no one has healed before entering the dead zone.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Did I take any damage? I don't think so?


Unnamed

yes you did. you got bitten thats why you made that fort save

which reminds me you owe me another one for the stench


Does Zephyr have to do the stench save? I thought she was out of range.


Unnamed

Zephyr does not. She was doing her brave brave sir robyn imitation


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Ah, I see - I missed the revisionism after the double miss. In which case I will heal myself.

Fortitude: 1d20 + 8 ⇒ (20) + 8 = 28


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Seif-al-Din eyes the tunnels dubiously.

"Yeah, no. That may be where the ghasts have gone to hide, but I sure as heck have no intention of following them."

He then continues to hurry on.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik will "follow" Seif while watching their trail.


Unnamed

How fast are we moving? As fast as possible? Cautiously?


We're not sprinting but we're moving at a healthy pace.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

The limit is probably the now-slow Kixzik, who dearly wants some boots of striding and springing.


Unnamed

The heroes move forward and come within view of spire and 6 ghosts come flooding out of the tunnels

Evil doers win init


Unnamed

three ghosts move to attack Seif and three to attack Zephyr

All three of you need to make a DC 15 Fort save, with your first roll on your next post

3d20 ⇒ (10, 6, 20) = 36 on Seif for 2d6 + 6 ⇒ (2, 4) + 6 = 12 and make TWO more fort saves DC 15
3d20 ⇒ (9, 7, 1) = 17 on Zephyr one bite hits Make TWO more DC 15 fort saves 1d6 + 3 ⇒ (5) + 3 = 8

to confirm on Seif1d20 ⇒ 18 confirms

I need 3 fort saves from Zephyr and Seif and one from Kix


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

"Well, we knew that there were more of them..."

Fort: 1d20 + 14 ⇒ (20) + 14 = 34.
Fort: 1d20 + 14 ⇒ (17) + 14 = 31.
Fort: 1d20 + 14 ⇒ (17) + 14 = 31.

Just checking, but do you mean ghasts, or ghosts?

Seif-al-Din 5' steps back from his attackers, and unleashes a flurry of arrows!

Bow: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24, for 2d8 + 20 + 2 ⇒ (8, 3) + 20 + 2 = 33 damage.
Bow: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20, for 1d8 + 10 + 1 ⇒ (3) + 10 + 1 = 14 damage.
Bow: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25, for 1d8 + 10 + 1 ⇒ (5) + 10 + 1 = 16 damage.


Unnamed

Ghast sorry!!


Unnamed

Sief drops two of the ghasts attacking him!


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11

Well so much for that.


Unnamed

you are just sickened you still have an action but you are sickened for several minutes


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Kixzik will fire his crossbow bolt at the nearest ghast.

Attack (Crossbow): 1d20 + 12 ⇒ (3) + 12 = 15
Damage (Crossbow): 1d8 ⇒ 8

Then he'll vomit.


Unnamed

Pretty sure you didn't take into account loss of drx boost and sickened. Seems like you should be 4 lower. Miss


Fort: 1d20 + 9 ⇒ (19) + 9 = 28
Fort: 1d20 + 9 ⇒ (7) + 9 = 16
Fort: 1d20 + 9 ⇒ (7) + 9 = 16

Zephyr screams in pain and fear as the ghasts tear into her pale flesh. Her familiar hisses and leaps into battle while the Desnan retreats.

Withdrawing. #4 will still get an AoO. The Nycar will assume battle form next to her.


Unnamed

What kind of ability is battle form? If it is magic...


It's definitely magic. I didn't realize we were still in the antimagic zone. In that case her familiar will just hang out.


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance
MiniGM wrote:
Pretty sure you didn't take into account loss of drx boost and sickened. Seems like you should be 4 lower. Miss

Then it would be +11 - Kixzik rarely boosts his dex, prefering to up intelligence.


Unnamed

1d20 ⇒ 9 1d6 + 3 ⇒ (4) + 3 = 7 Zephyr takes a hit as she withdraws

1d20 + 9 - 3 ⇒ (7) + 9 - 3 = 13 fort for Zephyr that fails Zephyr is paralyzed you did not remove your "cloak bonus" last time Zephyr

Beatrice steps up and whips at one of the ghasts
2d20 ⇒ (6, 6) = 12 she hits twice and drops one of them


Unnamed

Seif is assaulted by claw and teeth from the one that was near him

3d20 ⇒ (3, 6, 15) = 24 one claw hits 1d4 + 3 ⇒ (2) + 3 = 5 and a fort save from Seif
1d20 + 14 ⇒ (1) + 14 = 15 Seif falls over paralyzed

The second ghost that charged bites into Seif 1d20 ⇒ 1 but misses

The Ghast that dropped Zephyr bites out her throat
2d6 + 6 ⇒ (5, 3) + 6 = 14

GO ZEPHYR YOU NEED TO MAKE A FORT OF 24 OR YOU JOIN CHURLEY IN THE BAG


I'm confused. Why did you start rolling our fort saves for us? Also, if Zephyr was paralyzed her familiar wasn't going to just sit around.


Unnamed

For expediency. I wasn't going to wait a day to resolve an AOO. Not that it matters because you really failed a fort save prior to the AOO.


Unnamed

Go ahead and act w your familiar. My understanding is that there is nothing it can do, barring itoving into the ghasts square and critting it indent see it stopping the CDG


Unnamed

I rolled seifs because the result changed other things on the attack.


I'd just prefer things be consistent. When you only roll some saves it's disorienting.

Fort: 1d20 + 10 - 3 ⇒ (19) + 10 - 3 = 26

Familiar Bite: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
Damage: 1d4 + 10 - 3 ⇒ (4) + 10 - 3 = 11


Unnamed

as I said at the beginning some things o will roll and some I won't. If it holds up the game i will roll.


Unnamed

The ghast takes a nasty bite but does not fall

Familiar needs to make a save vs the stench as well DC 14


Fort vs Stench: 1d20 + 4 ⇒ (6) + 4 = 10

Despite the nasty stink Zephyr's familiar fights valiantly.

Familiar Bite (sickened): 1d20 + 14 - 2 - 2 ⇒ (14) + 14 - 2 - 2 = 24
Damage: 1d4 + 10 - 3 - 2 ⇒ (4) + 10 - 3 - 2 = 9


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

@Zephyr and GM: Actually, the familiar *should* be able to assume battle form - it is a supernatural ability (normally, supernatural abilities are suppressed in an antimagic field, but since the ghasts' paralysis ability is *also* supernatural, and it is working just fine, one would presume that other supernatural abilities should work as well).

Seif-al-Din calmly waits for death.

Being immune to fear means you can stare death in the face without losing your cool ;-)


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Well if the paralysis is supernatural and is working my bombs would work. Let me know!


Unnamed

the way i read this module is that the ghasts operate for whatever meta game reason. I suspect they did not think it through considering alchemist wasn't invented yet, nor was Zephyrs particular class. No supernatural consider the ghast ability to work because they live in this anti magic zone


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Well we're boned. Anyone got any ideas? I'm sort of stuck here with a small dagger.


Unnamed

Run like a bard? Use a flask? Hope beatrice can kill them?


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

It's all good - these things happen some times :-)


Unnamed

Seif is making sure he soils himself. He will get the last laugh!


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Actually, I don't think that is an option - sphincter control requires voluntary muscle use, and Seif-al-Din is currently paralysed ;-)


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Why would alchemist's fire work if my bombs don't? They're both alchemical reactions.


Unnamed

Bombs are sparked by your internal magic. Alchemist fire are chemicals. But if you want to say they don't work...


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Alchemist Fire I guess? If either 1 or 3 are more damaged I'd hit that one.

Attack (Ranged Touch Alchemist's Fire): 1d20 + 8 ⇒ (15) + 8 = 23
Damage (Alchemist's Fire): 1d6 ⇒ 1

Well f+%&.


Unnamed

You still get to add point blank and intelligence to that I don't think the adding int is a magical effect


Skills:
Acrobatics +20, Appraise +12, Bluff + 14, Craft (alchemy) +28 (+33 to create), Diplomacy +15, Disable Device +22, Knowledge (arc/dun/pla/all) 21/15/16/14, Linguistics +14, Perception +20, Spellcraft +18, Stealth +25, UMD +15
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance

Ah, then 7 damage. Still could be so much better. I'm assuming it doesn't get added to splash damage?

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