Miteke's Legacy of Fire

Game Master miteke

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Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

Knowing the guards would be a liability, Gnasher shakes his head, but is done arguing with the princess. Turning to Malgrim he nods, "Settled, leave in morning. Tribe gather gear and sleep in temple so no one separated."
------------------
assuming nothing happens at night

Gnasher wakes early, and with he others meets Garavel at the leave-off spot.


Are you all together that night and, if so, where? And do you take any precautions?


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

We would stay together at whoever has the nicest digs. And we keep watches with our normal watch schedule.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Tarak nods, ”Aye, stay together and set watches. More than one up at a time, so she can’t get the watcher easy.”


watch: 1d4 ⇒ 4

Perception rolls please.

DC 19 perception, Urah, DC 29 for everyone else:
stealth: 1d20 + 18 ⇒ (1) + 18 = 19
In the wee hours of the night, when all sane folk are asleep, you are visited a gnome footpad who sneaks in though a back door.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

perception: 1d20 + 10 ⇒ (14) + 10 = 24

Satisfied that they'd done all they could to protect themselves from the mute girl, Gnasher sleeps soundly in his new armor, with his bardiche close at hand on one side and his great axe on the other.


Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6
Active Conditions:
Mage Armor +4AC, Shield +4AC
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6|
Skills:
Acro:+6| App:+2|Bluff:+9|Clim:+0|Diplo:+10|DD:+13|Disg:+4|E.A:+3|H.A:+4|Heal:-1|Inti :+10|K.Arc:+8|K.Pla/Reli:+7/6|Ling:+9|Ride:+3|SM:-1|Sleight:+10|Spell:+10|S tealth:+4|Sur:-1|UMD:+10|

Oh dear. Perception
1d20 + 4 ⇒ (14) + 4 = 18
Missed by one. Should have bought an alarm scroll as well.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Perception: 1d20 + 16 ⇒ (3) + 16 = 19


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Perception: 1d20 + 18 ⇒ (9) + 18 = 27 So close...so far.


None of you sense the foodpad as he sneaks into the room, and none of you notice when he lifts the scroll from the backpack (or wherever it is stashed), but Gnasher gets a sudden jolt of panic as the little gnome seizes the scroll and slinks away towards the exit.

For a moment, Gnasher is disoriented, but only for a moment, as he spots the intruder trying to sneak away, still harried by the sense of alarm that isn't his own.

@Gasher
You have a single action. You could throw something at him, close the gap, or wake one of the others. Urah is wide awake but oblivious.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

Feeling something is amiss, Gnasher wakes. Realizing he scroll is gone as he spots the intruder trying to sneak away. "Blast!" Cursing as he rolls to his feet. Moving quickly after the small thief he begins to rage: his body enlarges, his paws grow into overly large claws, his eyes glow red, his fangs enlarge and he begins to froth at the mouth, while his brown hide takes on a red-orange cast to it. Giving a peculiar laugh. Catching up to the small thief Gnasher stands over him, claws raised, froth dripping from his Maw. "Give Gnasher scroll and live."

I would love to give an attack or intimidation, but they are both a standard, I'll go ahead and roll an AoO, just in case.
AoO bite (power attack): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 for damage: 1d8 + 5 + 2 + 1 + 4 ⇒ (1) + 5 + 2 + 1 + 4 = 13


With a determined look the gnome thief waves the scroll defiantly, completely dwarfed by the enlarged gnoll that just ran him down.

"Let me go and I'll give it back. Attack me and I'll rip it to shreds!"

A DC 10 sense motive roll can determine that all he wants to do is get away and is almost ready to throw you the scroll.

Apparently the thief is not as well informed as he might be, since his threat is useless.

How do you respond?


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

sense motive: 1d20 ⇒ 2

Giving a wide toothy smile, Gnasher extends a huge paw for the case. "Thief life for scroll, Gnasher will do if gnome give Gnasher scroll now."

As he takes the scroll, he observes "Gnome good sneak thief, want to join tribe? If not you may leave."


Regardless of whatever anyone else says, since Gnasher is the one figuratively holding a blade to his neck, the thief dashes out the door and into the safety of the night.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Tarak sits up at the commotion, but seeing Gnasher handle it, he grunts and lays back down.


The morning arrives in it's due time and the group gathers. You face a 210 mile journey by camel and wagon, taking about 1 week.

Though you are all familiar with Garavel, ooc it seems like a good idea to 'reintroduce' him.

Garavel looks more like a dashing swordsman than an accountant and business expert, with a lantern jaw and short black hair. A metal bolt protrudes from the left side of his skull, mostly hidden by a white keffiyey. He is dressed for battle wearing a chain shirt and a well made falchion.

DC 20 kn local or arcana:
This bolt is something knows as a Pactmaster's Favor. When worn, you are protected at all times by a calm emotions spell, rendering you immune to fear and all morale effects. You gain a +4 resistance bonus to mind-affecting effects. You cannot willingly take actions that you know would interfere with the plans or interests of the Pactmasters of Katapesh; if forced to do so, you take a -2 penalty to all your ability scores for 24 hours (this penalty is cumulative).
In order for this item to function, it must be surgically inserted into your skull (DC 20 Heal check, 1 hour); insertion deals you 1d4 points of Intelligence damage. Removal has the same requirements and side effects as insertion.

Accompanying him are a gaggle of 6 guards, who are acting more like this is an outing. Though capable enough, they seem totally unconcerned about heir safety since they are travelling with 'The heroes of Kelmarane'.

One guard, in particular, Freddy, seems a bit young and, from the overheard comments, probably got his assignment due to nepotism. Over-confident and underskilled, though at least not a brat and probably teachable. The guard lieutenant, Trevvis, pinches his nose bridge occasionally and sighs, particularly when Freddy's helmet slips over his eyes. Trevviss used to be a mercenary and was one of the originals that travelled with Almah to the area. He made the transition to guard and eventually guard lieutenant. Trevvis is a lot rough round the edges.

As you are about to set off, you are greeted by a huffing Filliped who apparently made a last minute decision to join you.

"Mind if I join you all? I'm betting there is a story here and I've had a hankering to return to the big city for a while."

Though they are not wearing shits with their levels on them, you are capable of doing a decent job of evaluating skill levels. Garavel and Filliped are 3rd level, the leader of the guards is 3rd level, the other guards are level 2 except for Freddy, who is level 1.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim sighs and shrugs before saying, "The more the merrier at this point. But we should be off. We need to make good time."


Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6
Active Conditions:
Mage Armor +4AC, Shield +4AC
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6|
Skills:
Acro:+6| App:+2|Bluff:+9|Clim:+0|Diplo:+10|DD:+13|Disg:+4|E.A:+3|H.A:+4|Heal:-1|Inti :+10|K.Arc:+8|K.Pla/Reli:+7/6|Ling:+9|Ride:+3|SM:-1|Sleight:+10|Spell:+10|S tealth:+4|Sur:-1|UMD:+10|

Knowledge (Arcana) 1d20 + 8 ⇒ (13) + 8 = 21

Urah takes note of the 'accessory' on Garavel but says nothing about it.

He does look at each of the guard in question wondering if one of them is their Div in disguise once more.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

knowledge (local): 1d20 + 1 ⇒ (4) + 1 = 5

Taking in Garavel and his guards with an appraising eye, Gnasher nods to the Swarthy man who had hired them back at the beginning. Recognizing Trevviss from those days as well, he nods to the lieutenant as well.

Stowing his rucksack on the camel he selected, Gnasher notices the young man running to join them. When asking if he may join, Gnasher is About to tell the fellow to return home. Then Malgrim says 'the more the merrier.' Rolling his eyes, Gnasher tends to his camel and waits for Garavel to make the call to head out.


You all set out, some of you mounted, and some of you on the wagon, some, perhaps, on foot though that will add a few days to your travel time. Let me know how each of you are travelling and whether you have any scouts.

Perception:

Perc(Tarak): 1d20 + 16 ⇒ (5) + 16 = 21
Perc(Gnasher): 1d20 + 10 ⇒ (1) + 10 = 11
Perc(Urah): 1d20 + 4 ⇒ (3) + 4 = 7
Perc(Malgrim): 1d20 + 18 ⇒ (15) + 18 = 33

Malgrim has some pretty sharp eyes and spots a reflection off of something shiny in the distance. Probably a weapon or armor from the way it blinked in the sunlight.

Later on the first day you pass some crossroads and overtake a merchant with a laden wagon who catches up with you at the first oasis and makes camp near by. After he finishes making camp, he pays you all a visit.

"Greetings fellow travelers. My name is Radi. I see you are all well armed. I lost a few guards to some gnolls a ways back and the others abandoned me. I feel much safer with you blazing the trail for me, but I would feel even safer if I was able to join you. I could offer you a little monetary incentive if you would be interested?"

The guards seem OK with that and even more OK with a little extra pay. Katapesh is not cheap if you want to have some fun. So they look to you all for an answer.


Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6
Active Conditions:
Mage Armor +4AC, Shield +4AC
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6|
Skills:
Acro:+6| App:+2|Bluff:+9|Clim:+0|Diplo:+10|DD:+13|Disg:+4|E.A:+3|H.A:+4|Heal:-1|Inti :+10|K.Arc:+8|K.Pla/Reli:+7/6|Ling:+9|Ride:+3|SM:-1|Sleight:+10|Spell:+10|S tealth:+4|Sur:-1|UMD:+10|

"How long ago since you lost tour guards to gnolls and where were they lost?" Urah asks.


"A day north of the crossroads."


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

There are the four of us, Garavel, the original six guards and Filliped? Twelve all told. I would think 'scouts' or 'outriders' would be normal at least four: front, back and both sides.

Having taken his turn as an outrider earlier in the day, Gnasher smiled a toothy smile as Malgrim saw something on his 'watch.' Keeping track of the movement they realized it's a heavily ladened wagon, headed to the same oasis they were. Warry of strangers, Gnasher knew they could not deny the merchant access to the oasis and he was not surprised when the merchant wanted to speak with them, since that is what merchants do.

He listened as the merchant asked for their help, not really concerned about the money personally he did understand why the poorer guards would be drawn in. Only mildly interested in the man named Radi, Gnasher did listen as the Urah asked the fellow questions.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"I am not sure we would be good company." Malgrim says as he remembers the vile Div that is following them.


"Certainly better than a visit from gnolls. What do you say?"

he looks around hopefully and jingles a purse.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

During the journey Tarak spends about half the travel time in the form of an eagle, scouting ahead and flying around, only reluctantly returning to human form to preserve some of his magics if needed in combat.

At the commentary from this suspicious lone merchant Tarak only gives him the hard eyed stare and adds, "May be best to just take your own path, ours be frought with peril."

As noted, Tarak will spend probably 4-6 hours of travel flying and scouting as we travel. Not sure how many hours we travel total, but I'd want to save a shift and an hour for combat if needed.


If Synthia is out there, you do not see her, nor are you able to catch sight of the source of the flashing Malgrim points out. The second day of travel is much like the first and you leave the poor merchant in the dust.

Towards the end of the day, Tarak notices some vultures ominously wheeling in the sky above the oasis they are headed for. Scattered along the shore of the oasis are several mangled and quite dead bodies — gnolls and hyenas, although it’s impossible to tell how many of each due to their fragmentary state. These remains are half-burned and melted, surrounded by coils and pieces of rope, similarly half-burned and melted; a lot of rope.

DC 15 Arcana:
Sure looks like something dished out a lot of acid and electrical damage.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

Yikes, I assumed the flashing was the merchant we eventually caught up with.

Raising an eyebrow as the others tell the human no, Gnasher shrugs and continues. As they begin thinking about stopping for the night on the second day, Gnasher takes note of the gnoll and hyena bodies. Frowning, he observes, "Tribe keep moving a little bit, Scavengers will keep tribe awake if we camp near massacre."


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Gnasher has not seen the bodies yet. Tarrak spotted them from his perch in the sky before you got to the oasis. Of course you WILL spot them soon enough, but Tarrak has the opportunity to report them before you do.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Seeing the slaughter site, Tarak wheels around the area for a bit, looking for the killers or other hazards before returning to the group and reporting his findings.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21


Nothing obvious presents itself. It looks like whatever did this is gone. Or hiding. Yea, probably hiding, knowing your luck.

Tarak returns to the caravan and, I assume, resumes his human shape and lets everyone know about the carnage. Some of the group looks positively gleeful about the dead gnolls, some look worried.

Gavavel is one of those that are worried and expresses his concerns.

"I sure hope that this is not a permanent problem. These Oases are the lifeblood of the trade routes and thus the life blood of the town. Its's bad enough that we lost the Deep Well of Paradise." This is an optional encounter and I will leave it up to you whether you want to visit the location.

DC 15 kn local or history:
The infamous Deep Well of Paradise was an Oasis dedicated to Sarenrae set up centuries ago. Fed by a dozen cold springs, it was a reliable and safe haven.

if you got an 18:
Some foulness invaded the sanctuary and corrupted it. The priest fought back but were slaughtered.

if you got a 23:
A couple decades ago a youthful paladin of Sarenrae borrowed a holy blade and made it his quest to purge the evil from the site. Apparently he was over-confident since he never returned.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

knowledge(local): 1d20 + 1 ⇒ (18) + 1 = 19

Keeping Tarak's report in mind, Gnasher approaches the massacre. As they begin thinking about stopping for the night on the second day, Gnasher takes note of the gnoll and hyena bodies. Frowning, he observes, "Tribe keep moving a little bit, Scavengers will keep tribe awake if we camp near massacre."

When Garavel mentions the Deep Well of Paradise, Gnasher remembered the story, he infamous deep well, invaded by some foulness, slaughtering the priests. He looked at his fellow companions, asking. "Should tribe go look?"


Keep in mind that even if you roll over 10, if you are untrained in a knowledge skill it only counts as a 10.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"I think we should. The more we know of what is going on, the safer we will be in the long run." Malgrim says.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

Nodding at Malgrim's response, Gnasher turns to Garavel, "Tribe go to Deep Well of Paradise. Garavel and guards coming?"


The guards have mixed feelings, but they go where you go. That is their job.

Garavel nods, but points out, "But first we need to deal with the Oasis before us. What do you think happened and how are we going to deal with it?"


Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6
Active Conditions:
Mage Armor +4AC, Shield +4AC
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6|
Skills:
Acro:+6| App:+2|Bluff:+9|Clim:+0|Diplo:+10|DD:+13|Disg:+4|E.A:+3|H.A:+4|Heal:-1|Inti :+10|K.Arc:+8|K.Pla/Reli:+7/6|Ling:+9|Ride:+3|SM:-1|Sleight:+10|Spell:+10|S tealth:+4|Sur:-1|UMD:+10|

"Let us deal with the aftermath here first. The bodies need to be cleared and this place cleaned up. Every oasis is important. We can head towards teh Well later." Urah offers his opinion not liking the scene before him.

His thoughts were still on the Div wondering when she would strike.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10

Furrowing his brow, Gnasher hadn't considered 'dealing with' this Oasis. Obviously Urah was right, they should help take care of this oasis as well and that would include getting rid of the bodies. Realizing they should figure out who or what caused the carnage, Gnasher, in a very human way, lifts a finger. "Before tribe and Garavel's humans move bodies. Tribe and Garavel should look for traps." He looks towards the commander and asks, "Garavel have a human good with tracking?"

As they sort out if anyone else can help or not, Gnasher begins to inspect the oasis. He moves carefully so as not to disturb anything, looking for tracks of any sort leading a way from the oasis.

Taking '10'(20) on perception and survival to track, if he doesn't see anything, he'll take 20 (30)


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Sorry about the delay. Company and National holiday and now I have to get to work :(


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

"Aye, lets take care of this oasis first then check this Well of Paradise. Sounds like there could be some treasure to uncover."

Tarak adds, then assists Gnasher in looking for traps or anything interesting.

Auto assist on perception and survival

If the Oasis looks clear, Tarak vounteers to shift into a large Wolverine to help digging graves for the bodies.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim will find a place to keep watch for any attackers while the others start to deal with the bodies.

Perception: 1d20 + 18 ⇒ (2) + 18 = 20


Please place your icon on the tactical map. if you have the time you could also place the wagon, camels, and guards.


Male Ifrit Sorceror Elemental: Water () 5 / Oracle Flame (Seeker) 2 -6
Active Conditions:
Mage Armor +4AC, Shield +4AC
| HP: 17/47-30| AC: 14/16/13|Init: +7|Perc: +4|Fort: +4|Ref: +5|Will: +7|CMB: +4 CMD: 15|Acid: +6;1d3|Frost:1d3|Disrupt:1d6|Fire Ray:1d6+1|Q.Staff: +3;1d6|
Skills:
Acro:+6| App:+2|Bluff:+9|Clim:+0|Diplo:+10|DD:+13|Disg:+4|E.A:+3|H.A:+4|Heal:-1|Inti :+10|K.Arc:+8|K.Pla/Reli:+7/6|Ling:+9|Ride:+3|SM:-1|Sleight:+10|Spell:+10|S tealth:+4|Sur:-1|UMD:+10|

Map is view only.


Not any more. You can edit.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10
miteke wrote:
Please place your icon on the tactical map. if you have the time you could also place the wagon, camels, and guards.

I've put Gnasher on the map, I'm happy to put the wagons and guards on as well. Have we immediately arrived or have we been here a while and set up camp?

Noting the location of the pool in comparison to the odd Sphinx-shaped cave, Gnasher freezes, feeling the hair on the back of his neck stand up. Turning to the others he asks, "Tribe feel wind?"


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I climbed up on the rock. If I could not make the climb let me know and I will just be W of the square I am in trying to climb the rock. Taking 10 I would have a 9 after the Armor Check Penalty.


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'Gnasher' Red Claw wrote:
miteke wrote:
I've put Gnasher on the map, I'm happy to put the wagons and guards on as well. Have we immediately arrived or have we been here a while and set up camp?

You have just arrived and some of you are moving forward to inspect the carnage, located to the southeast of the oasis. Your approach is from the west. I rearranged the wagon and camels to account for that.


Male Human Druid 7 | Init +2, Senses Perception +16 | AC 19, 14 Touch, 17 Flat footed (+4 armor, +1 Shield, +2 Dex, +2 Def,) | Fort +7, Ref +5, Will +12 | HP 17/48| Lightning Arc 6/7 | Beacon 0/1 | DL 1/1 IL 1/1| Med 1/1 | Active Conditions: Barkskin: AC 22

Tarak is placed. Since as mentioned he shifted to human form to talk (for the last time probably) and he's helping Gnasher look he's right front and center. Right where you want the druid to be :)


Perc(Tarak): 1d20 + 16 ⇒ (10) + 16 = 26
Perc(Gnasher): 1d20 + 10 ⇒ (12) + 10 = 22
Perc(Urah): 1d20 + 4 ⇒ (16) + 4 = 20
Perc(Malgrim): 1d20 + 18 ⇒ (9) + 18 = 27

Init(Tarak): 1d20 + 2 ⇒ (6) + 2 = 8
Init(Gnasher): 1d20 + 4 ⇒ (11) + 4 = 15
Init(Urah): 1d20 + 7 ⇒ (10) + 7 = 17
Init(Malgrim): 1d20 + 3 ⇒ (15) + 3 = 18
Init(Worm): 1d20 + 2 ⇒ (19) + 2 = 21

Right about when Gnasher reaches the first body, everyone feels a tremor in the earth and a bright red, impossibly large, worm-like creature bursts from the sand and strikes out at Gnasher, taking everyone by surprise.

to hit Gnasher, flat-footed: 1d20 + 18 ⇒ (10) + 18 = 28
damage: 2d6 + 23 ⇒ (6, 6) + 23 = 35 + acid: 1d8 ⇒ 2

The tremors were not enough of a warning and the worm tears into Gnasher's tasty flesh. The NPCs stand there gaping, even more surprised than you guys.

Combat Card Round 1
Ongoing effects not mentioned below:
Bold may go.

Malgrim Gryh (-0 HP, 1 action only)
Gnasher (-37 HP, 1 action only)
Tarak (-0 HP, 1 action only)
Urah Pyr (-0 HP, 1 action only)

Death Worm (-0 HP)

End of round 1 (surprise round)

Malgrim Gryh (-0 HP, 1 action only)
Gnasher (-37 HP, 1 action only)
Tarak (-0 HP, 1 action only)
Urah Pyr (-0 HP, 1 action only)

Death Worm (-0 HP)

Guards
Filliped
Garavel

End of round 2

To make things easy on me I'm just going to have the NPCs lose initiative and fail perception in all battles. This is why I have the init order listed out to the end of round 2. Remember you have 1 action, not 2, since this is a surprise round.

Perc(Tarak): 1d20 + 16 ⇒ (14) + 16 = 30
Perc(Gnasher): 1d20 + 10 ⇒ (4) + 10 = 14
Perc(Urah): 1d20 + 4 ⇒ (2) + 4 = 6
Perc(Malgrim): 1d20 + 18 ⇒ (3) + 18 = 21

This time it is Tarak who spots a glint off of a far off dune, right before the worm attacks.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 22/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 8/10
miteke wrote:
Gnasher (-37 HP, 1 action only)

So are we acting in the suprise round?

Feeling the tremors below his paws is not enough to warn Gnasher that trouble was coming. As he saw the large pink worm rise to the surface, he atempts to step back but is bitten viciously by the creature. As it let's go to take another bite, Gnasher steps back and begins to rage. As he enlarges his paws grow into overly large claws, his eyes glow red, his fangs enlarge and he begins to froth at the mouth. While his brown hide takes on a red-orange cast to it, giving a peculiar laugh. Lifting his bardiche, he chops at the large worm.

1 action, 5 ft step, enlarged/rage attack: + 1 bardiche, PA
attack: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 for damage: 2d8 + 7 + 2 + 1 + 6 ⇒ (6, 2) + 7 + 2 + 1 + 6 = 24
Let me know if it's the first round attack and I will make it a full attack, adding the second strike.

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