Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level


7,451 to 7,500 of 7,586 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>

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 do not really trust this area. I can lead the way and check for traps as we go if we wish to take the time for that." Malgrim says.

Are the squares on the map 5 x 5 ft squares or are they still 10 x 10 ft squares?


All of this level has 10x10 squares (see key in lower left corner)


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Relieved to be off of the boat and away from the flowing lava, Gnasher ascends the stairs. Pausing for a moment at the door he listens for any sounds as he inspects the door.

Bardiche in hand he opens the door and strides into the chamber, keeping a keen eye out for any sign of trouble.

Placed on the map in 'B7' the rest is just a little fluff. He is taking 10(25) on perception listening at the door and as he moves forwards.


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 enters the room and stands next to Gnasher looking around for dangers.

Urah follows them in and stays by the door.

Malgrim will be taking 10 as well for a 33 to see dangers or traps.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din and Shadow follow along behind the others.


DC 25 perception Malgrim or Gnasher:
You spot a strange circle
of bronze on the back wall of the alcove.


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 + 23 ⇒ (6) + 23 = 29

"There is a bronze circle on that back wall. Nothing else seems to match it. It might be important. Let me search it for traps." Malgrim says.

Malgrim will approach it, looking for traps as he goes.

I will take 10 for a 33 as I look for traps.


He turns the corner and a gargantuan brass construct erupts from the alcove and charges Malgrim. Because you noticed it before it took action, we roll init.

Spoiler:

Initiative(Gnasher): 1d20 + 5 ⇒ (14) + 5 = 19
Initiative(Seif+Shadow): 1d20 + 9 ⇒ (17) + 9 = 26
Initiative(Malgrim): 1d20 + 6 ⇒ (13) + 6 = 19
Initiative(Urah): 1d20 + 8 ⇒ (20) + 8 = 28

Initiative(Construct): 1d20 ⇒ 3

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

Seif (-0 HP)
Shadow (-0 HP)
Malgrim Gryh (-0 HP)
Gnasher (-0 HP)
Urah (-0 HP)

Construct (-0 HP)
❖❖❖ Round 2 ❖❖❖


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din groans as yet another brass construct puts in an appearance.

He then casts Blessings of Fervor to put some pep in everyone's steps!

Remember to choose which option you want each round!


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Seeing the strange bronze circle on the back wall Gnasher realizes it is actually a brass construct, and begins to rage. 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. As he laughs he applies the spell long arm to himself. Stepping forwards, he feels Seif-al-Din's blessing wash over him. Lifting his bardiche he chops repeateldy at the bronze construct.

Blessing of fervor Make one extra attack as part of a full attack action, using its highest base attack bonus. Long arms + 5 ft reach enlarged rage 1/27, 182 HP (fast healing 3) AC19/T8/FF16, Due to enlarged rage and reckless abandon, 5 ft step, Full Attack + 1 adamantine bardiche PA/RA,
attack: 1d20 + 20 ⇒ (14) + 20 = 34 for damage: 2d8 + 9 + 3 + 1 + 9 ⇒ (8, 6) + 9 + 3 + 1 + 9 = 36
attack: 1d20 + 15 ⇒ (1) + 15 = 16 for damage: 2d8 + 9 + 3 + 1 + 9 ⇒ (7, 2) + 9 + 3 + 1 + 9 = 31
attack: 1d20 + 10 ⇒ (13) + 10 = 23 for damage: 2d8 + 9 + 3 + 1 + 9 ⇒ (4, 7) + 9 + 3 + 1 + 9 = 33
BoF: attack: 1d20 + 20 ⇒ (16) + 20 = 36 for damage: 2d8 + 9 + 3 + 1 + 9 ⇒ (8, 6) + 9 + 3 + 1 + 9 = 36
intimidate: 1d20 + 22 ⇒ (13) + 22 = 35( demoralize) Hmmmm, I don't think he can demoralize a construct.


The construct is 25' from you, Gnasher. Do you have a 25' reach? Remember that each square is 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

Malgrim waits for Urah and Seif to go before acting.

Urah moves forward and casts Haste on the group.

From where Urah is, this should hit the whole group.

Malgrim blinks as the giant construct looks like it is about to charge him and then he blasts it before it can close on him.

Gather Power, Empower and Blast. I will make the blast count as Adamantine. I take the +2 to hit, AC and Reflex giving me a 39 AC for the round between Haste and Fervor.

Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA, Haste, BoF: 1d20 + 16 + 1 + 4 - 3 + 1 + 2 ⇒ (5) + 16 + 1 + 4 - 3 + 1 + 2 = 26

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , PBS , DA: 12d6 + 20 + 8 + 1 + 6 ⇒ (3, 4, 2, 2, 1, 6, 3, 6, 1, 1, 5, 5) + 20 + 8 + 1 + 6 = 74

Blah.. 26, but it is Flat Footed if that matters. If that hits I do 111 Magical Adamantine Bludgeoning damage to the construct.


Gnasher connects with two of his attacks and the blade slices through the hard metal as it was designed to do.

Urah casts haste, allowing everyone to choose the defensive ability for the blessing Sief provided.

Malgrim Manages to land an empowered mud blast that squeaks its way into the constructs inner and messes it up good. So good that it grinds to a halt, unable to move.

End of combat!

ooc]That haste was the last bit of bonus Malgrim needed to hit. A 25 would have missed.[/ooc]


The river of magma flows into the domed chamber further on from the northeast before exiting to the southwest. The roar of a cataract can be heard from that direction. A ledge runs along the eastern edge of the magma pool a couple of feet above the level of the molten rock. A grill of thick, scorched brass bars extends from the north side of the pool all the way to the ceiling, blocking passage into the tunnel beyond. Swirling through the air from the surface of the magma to the ceiling above are dozens of burning motes.


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

"Well, someone has put a ton of gold into defending this place...whatever this place is." Malgrim says.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din breathes a sigh of relief.

"That went surprisingly well. Good job, you two!"


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Seeing Malgrim's blast finish off the brass construct, Gnasher releases his rage. As he returns to normal size, he nods in agreement with Seif-al-Din, "Seif-al-Din's magic made attack possible."

Pausing for a moment to let the fatigue of the rage pass, Gnasher cautiously looks around the area, keeping away from the lava.

taking 10(25) on perception


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 move up to search the golem for anything left of value or hints at why it was stationed here.


Gnasher notices a hidden door on the other side of the magma pool.

Actually, the DC is 30, but it is the only way to move on from here barring tunneling through the walls.

Malgrim does not find any treasure, though the pieces are probably worth a lot of money as crafting materials.


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 go and search for traps at the door.

Urahbot moves closer to Gnasher to stand in the middle of the room to ensure nothing eats him from behind.

Take 10 for a 33 to find traps. If it not trapped I will open it.


Malgrim crosses the lava pool (B8) to examine and open the door. There is a passage way leading off to the west. I assume you all join him, though you will all need some form of flight/lava walking. Let me know who Urah needs to cast flight on.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Once assured that it is safe, Seif-al-Din casts Air Walk on Shadow, and then holds on tight to cross.

Nonetheless, he still cannot take his eyes off the lava as Shadow pads through the air above it, knowing that to fall in it would be certain death...


Nice. riding on Shadow looks good on you.


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Realizing they would again need to cross lava, Gnasher releases a very human sigh. Again, removing his pack he unties the magical bag, taking the flying carpet out. Returning the bag to his pack and his pack to his back he unrolls the carpet and sits down. Holding onto the tassels with one paw and his bardiche with the other he begins to growl different command words until he figures out how the thing works. Eventually flying to the hallway joining Malgrim.

Landing the carpet, his eyes wide and clearly on the verge of raging, he exhales again, "Gnasher needs moment to put away blasted carpet." After following the same process, he regrips his bardiche, nodding, "Gnasher ready."


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

Urah casts fly on himself and flies over the lava.


You all file on down the corridor that contains bits of rubbish and heads upslope and into a new room. A dim red glow emanates from a grate in the ceiling high overhead, while the floor slopes downward toward the ten-foot-wide chute you just emerged from. The floor is littered with more odd bits of debris. There is a door to the west and the walls and door are splattered by food bits and other unknown debris.


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Having put away his carpet, Gnasher furrows his brow and sniffs at the wall as he looks around. Moving towards the door, he add, "Tribe have one way out." He quickly inspects the door, if it appears clear, then attempts to open it.

Taking 10(25) on perception for the room and the door. Is there a pattern to the splattered food bits and debris? Anything obvious of value?


the splatters seem to emanate from the location under the grid. There is a set of stairs that T off into a corridor stretching north and south. The south passage leads to a door and the north to an opening into a room or corridor.


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

"Lets try north." Malgrim says as he points that direction.

I look for traps as we go. I take 10 for a 33.


As he reaches th corner and looks right, he sees an odd sight. On top of a mound there is a 15' high platform with a brass balista mounted on top manned by a squad of lizardfolk—deep red creatures with the smoking breath and glowing eyes native to the Plane of Fire.

Malgrim, roll me a stealth roll to avoid detection and, potentially, getting fired on.


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

Stealth: 1d20 + 26 ⇒ (2) + 26 = 28

That is not the worst 2 I have rolled, but it could have gone a tad higher.


2d20 ⇒ (7, 7) = 14

You are fairly sure you were not spotted by the lizardfolk.


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 backs up and motions the others to stop. "There were four lizardmen manning a ballista about one hundred feet down that hallway. I doubt they are friendly. Do we want to go another way or deal with them? I am not sure if they speak our langauge, but Seif could try talking first if we want to try and get some more information on where we are." Malgrim says.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

"How about we try the other direction first, just to be on the safe side? I have no desire to be skewered with siege weaponry..."


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Listening as Malgrim and Seif discuss options, Gnasher nods as they come to a consensus. Turning the other direction he head towards the south. Asking as they walk the hallway, "When tribe confront fire lizard, maybe Urah make Gnasher invisible, Gnasher get close and attack?"

Once he arrives at the southern door, in investigates it carefully. IF he believes it's clear he opens it.

taking 10(25) on perception on the southern door.


Gnasher pokes, prods, and listens, but finds nothing interesting so he opens the door. This oddly shaped chamber is dominated at its center by a large stone statue of a crouching lion with dragon-like wings and a jackal’s head. A bloodstained stone cup nestles between its front paws. The face has been partially broken off, leaving a network of jagged cracks throughout the head and neck.


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 does a circuit of the room looking for anything of interest.

I will do a circle looking for anything trapped or hidden. I take 10 for a 33.


Other than the oddity of the room, it is not hiding any secrets (that you know of). I get a little background on it, such as where the statue came from, but it is not something the players would know.

@all
That presents a question to you all. When the module does this do you want to remain immersed in your characters and not find out the obfuscated background information, or would you prefer to read what I am able to read.


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

If you think the module has something interesting that we would not know, by all means feel free to share it in Discussions. I think that is a good place to have random talks about exotic parts of the module that we would not otherwise know. Someone took the time to write it so it is nice for their work to be shared when it is good.

"It looks like this is a dead end. There is about twenty feet of hallway and then a wall that would protect us as we make it to the door at the far end of the hallway. We could try to sneak past or just run for it and cross to where they cannot shoot before they can react." 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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Cautiously following Malgrim into the room, Gnasher pauses to look at the statue and the bloodstained stone cup. He chuckles at Malgrim's idea of sneaking past. Shaking his muzzle, "Gnasher not as good at sneaking as Malgrim." He nods back towards Urah, giving a toothy smile. "Maybe Urah make Gnasher invisible and Gnasher distract fire lizards."

Pausing he turns toward Seif-al-Din asking, "What purpose for bloody cup?" then inspects the cup and statue.

Taking 10(25) on perception for the statue and cup, Miteke what sort of information roll might be helpful here to identify the lion or the purpose of the cup?


You have no idea what this is for.

@Gnasher
Malgrim already took 10 on perception for a 33. You would be better served to aid him or roll.


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Coolaid another perception: 1d20 + 15 ⇒ (1) + 15 = 16 Wow, a one


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
'Gnasher' Red Claw wrote:
Cool[dice=aid another perception]1d20+15 Wow, a one

1's do not fail on skill checks. Even UMW can succeed on a 1, although if you fail with UMW on a 1 you cannot use that item again for the day.


Good time to waste a 1. Well, looks like you can go through the lizards, through the door to the north in full view of the lizards, or you figure out a way through the grate in the roof of C10.


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Not sure if they should use what little available 'stealth magic' they possess to attack the fire lizards or to avoid them, Gnasher turns to Seif-al-Din asking for his opinion. "Tribe attack fire lizard or sneak past?"


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 say we just run past. If they are not expecting us, we can probably make it past before they react. If that other room is a dead end, then we will have to turn back and deal with them." Malgrim says.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Seif-al-Din shrugs.

"Works for me."


If the sum of these two roll sis above 35 they will get off a shot.

perception: 1d20 + 4 ⇒ (13) + 4 = 17
init: 1d20 + 1 ⇒ (19) + 1 = 20

target: 1d4 ⇒ 1

Showing a remarkably swift reaction, the dastardly lizards get off a shot at Gnasher. The ballista is pointed in the wrong direction, but one of them is able to get a shot off with a bow.

to hit Gnasher: 1d20 + 8 ⇒ (4) + 8 = 12

Fortunately it was a hurried and wild shot and nobody was injured. You can hear them kicking up a fuss though.

Are you spending some time checking for traps and looking around, or do you go through the door to the north immediately?


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: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Blast!" Cursing as the giant bolt flies past him as he rushes across the divide, Gnasher pauses on the other side. Stopping just inside the corner, he readies to lean his bardiche against the wall, reaching back and placing a paw on the handle of his falchion. "Malgrim check door, Gnasher watch, see if fire lizard's attack."

it doesn't feel like we're in initiative, so Gnasher will take 10(25) on perception listening to see if the lizards are heading this way in case Malgrim wants to check the door.


The lizards do not seem in a hurry to leave their makeshift fort, but there are a lot of pointy things aimed your way when you peek. Examination of the door reveals nothing of interest and when you open it you see a dark chamber that possesses multiple deep alcoves, each nondescript with the bits of only a few rough furnishings and rude bedding strewn about. After exploring you discover a staircase that leads back down.

7,451 to 7,500 of 7,586 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Miteke's Legacy of Fire Gameplay All Messageboards

Want to post a reply? Sign in.