GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Flint init]d20+2[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


1,651 to 1,674 of 1,674 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

OOC yeah I think she got away from us again. Flint should come back up and help us deal with the hag coven


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
Ordyt wrote:
OOC yeah I think she got away from us again. Flint should come back up and help us deal with the hag coven

Thanks. I was thinking that, but Flint is torn between keeping his word to the hags and possibly going ELSEWHERE and like, not saving all the peoples.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

You *could* all jump in after her (though I wouldn't recommend it in this situation), but just one person going would have been especially hazardous!

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

So...we're retreating to recover and return so we can fight through the hags on the way after her? Try to talk them down? I'm not sure what our strategy is here...


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

I was hoping the elevator went down further to the wishing engine, but that could be part of the deception we were given.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

yeah, bypass the hags to reach the engine was my hope as well


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Out of character, I'm not sure I understand the thing with the elevator. I was under the impression that the bubbles were impenetrable without the keys, and that the Legion had built this facility inside the bubble to protect it? I'm not sure how part of it could be sticking out into the sun, or (more to the point) where we should or even can go next. Maybe have the Torrent come around to the area we're at and tell us what they can see?


1 person marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The behind the scenes explanation is that the bounds of the bubble were adjusted after the Crucible was built. If Nurleth is to be believed, the Wishing Engine is further below - meaning closer to be sun's core - but how to get there without being crushed by the pressure, vaporized by the heat, or your mind messed up by the temporal effects, is the big problem to solve. You definitely need to gather some intel - and there's some intel to be gained from the bottom floor if you can resolve your hag problem.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

So...what do we think we can sacrifice? Or do we wanna just say "screw it" and fight? :P


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

We could give them the control rod for the elevator so that we wouldn't be able to leave without retrieving their robes for them. Other than that, I have no idea what item they might want.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

The control rod isn't a bad idea, but honestly I don't trust them to honor their end of a deal where they hold the leverage either. And I don't see it as comparable to the Vessu blackmail situation, the hags aren't innocent either. It might be better to just take them out and remove a dangerous variable.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

I will go with whichever decision you two make. Belmarniss is all for removing dangerous variables and offering to sacrifice anyone from the B team as a hostage is a hard "No." from her.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I think I am Lean Kill-The-Hags, though admittedly worried about lost time & resources


1 person marked this as a favorite.
Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Sorry for the delay. If there isn’t anything we can give them, Flint will give them an ultimatum. That okay?

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Sounds good to me!

Exo-Guardians

2 people marked this as a favorite.
Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Hip hip hooray, it's my birthday today! :D


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 108/108sp 79/79hp (5hp; +2/rd) l RP7/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Happy birthday Bel, may your dice roller take it easy on you for a change!


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Bel, I think you need to specify which spell you are dispelling—the confusion spell (affecting two of us) or the paralysis (affecting Flint).

Alas, I didn’t wait for you to post first, or Flint would have had his actions yet this round. I default towards pushing the action forward rather than waiting for someone else to post on the hope that their action aids mine.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Wait, if I dispel the confusion BOTH of you are effected?! I thought I could only dispel the confusion one person at a time!


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

My interpretation is that you can target a spell. Since that spell affected two people, dispelling that spell should end the effect on both affected targets.

“Targeted Dispel: One creature, object, or spell is the target of the dispel magic spell. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as zone of truth). You must name the specific spell effect to be targeted in this way or otherwise uniquely identify it (such as “that burning wall” or “the spell that’s giving him those duplicates”). Attempt a dispel check (1d20 + your caster level) with a DC equal to 11 + the spell’s caster level. If you succeed, the spell ends. If you don’t specify a spell and there is more than one possible spell on the target, your targeted dispel attempts to dispel a spell at random.“


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, Flint's got it right. When you target a spell it gets rid of the whole spell. I'll assume you're targeting confusion.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Yes, I am. We'll just assume her "tagging Flint in" was post-stabbing delirium talking.


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

I am looking at leveling up, I am seeing new options, some of which look like they would mesh well with Flint’s character concept, especially some of the alternate class abilities. What do we think about applying some of those as part of leveling up?


Male NG Human Priest Solarian 11 | SP 110/110 HP 72/81 | RP 2/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Just planning on taking the one -- Broken Cycle. It reflects Flint's choice already taken to only use Photon attunement.

1,651 to 1,674 of 1,674 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Cellion's Dawn of Flame AP Discussion All Messageboards

Want to post a reply? Sign in.