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 - Fourth level


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Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Tis alright, just checking.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Hit: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 1d8 + 25 ⇒ (8) + 25 = 33
Fire: 1d6 ⇒ 6

Hit: 1d20 + 21 ⇒ (20) + 21 = 41
Damage: 1d8 + 25 ⇒ (8) + 25 = 33
Fire: 1d6 ⇒ 4

Confirm: 1d20 + 21 ⇒ (7) + 21 = 28
Crit: 2d8 + 50 ⇒ (3, 4) + 50 = 57

Hit: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d8 + 25 ⇒ (5) + 25 = 30
Fire: 1d6 ⇒ 2

Hit: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 25 ⇒ (8) + 25 = 33
Fire: 1d6 ⇒ 2

The Azur quietly and systematically demolished the dragonflies which harassed him. As he did so, he intoned "We need to find a solution to the spirit. Either to lay it to rest, or to appease it."


reflex: 1d20 + 8 ⇒ (12) + 8 = 20 (one dies regardless of the save. the other survives because of the successful save)

Malgrim and Amaimon wipe out a couple of the Dragonflies (Malgrim 1 and Amaimon 3). The menacing dwarf charges Vonna and attacks! Vonna is feeling it, always being in the wrong place at the wrong time.

Meanwhile the fuse on the granade is grinding its way closer and closer. Should explode soon now!

to hit touch, charge: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Marcus (-8 HP; Note: Curse of the Grave-8; Damage from grenade goes off round 5)
Vonna (-41 HP; Note: Curse of the Grave-13; shaken until round 9)

Dragonflies (3@ -46 HP; 3@ -23 HP; 1@ -58 HP; 1@ -56 HP; dotted are blinded)

Amaimon (-22 HP; Note: Curse of the Grave-22; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1)
Malgrim Gryh (-12 HP; 10 DR)

❖❖❖ Round 5 ❖❖❖

That dang dwarf (-0 HP; -2 AC Charge)

----------------------
----------------------

Dire Tiger (unconscious)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Marcus takes a step away from the dragonfly, "May the charm of Shelyn burn you to the ground." Marcus intones as he declares a smite on the dwarf and launches a few arrows at the ghost.

CLB, DA, inspire, smite: 1d20 + 17 - 3 + 2 + 4 ⇒ (10) + 17 - 3 + 2 + 4 = 30
CLB dmg, DA, inspire, smite: 1d8 + 6 + 2 + 4 + 1d6 ⇒ (5) + 6 + 2 + 4 + (1) = 18

CLB, DA, inspire, smite: 1d20 + 12 - 3 + 2 + 4 ⇒ (17) + 12 - 3 + 2 + 4 = 32
CLB dmg, DA, arcane strike, inspire, smite: 1d8 + 6 + 2 + 2 + 1d6 ⇒ (4) + 6 + 2 + 2 + (4) = 18

Marcus' AC is +4 vs the ghost due to smite.

What Marcus has used:
4/27 rds of performance
1/1 smite
1st level 0/7
2nd level 1/5
3rd level 1/4
4th level 0/2


The arrows strike true, even if the damage is considerably less than if they had struck a corporeal target.

Vonna is up. Is being smacked around by the sinister dwarf enough motivation to use up a spell?

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Vonna (-41 HP; Note: Curse of the Grave-13; shaken until round 9)

Dragonflies (3@ -46 HP; 3@ -23 HP; 1@ -58 HP; 1@ -56 HP; dotted are blinded)

Amaimon (-22 HP; Note: Curse of the Grave-22; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1)
Malgrim Gryh (-12 HP; 10 DR)

❖❖❖ Round 5 ❖❖❖

That dang dwarf (-18 HP; -2 AC Charge)

Marcus (-8 HP; Note: Curse of the Grave-8; Damage from grenade goes off round 5)

----------------------
----------------------

Dire Tiger (unconscious)


Vonna casts some spell and vanishes from sight. You hear footsteps running away rapidly.

The dragonflies pick new targets and beat away, landing a number of painful hist on Marcus! One actually lands on Malgrim but he is tough as nails and shrugs it off.

untarget: 1d3 ⇒ 1 FYI: note that when I do random checks for which PC is affected, I typically use the watch order to number you. Which, in this case, is why Malgrim was selected as the PC to receive one less attack. There is a method to my madness.

Attacks on Marcus
to hit: 1d20 + 12 ⇒ (18) + 12 = 30
to hit: 1d20 + 12 ⇒ (17) + 12 = 29
to hit: 1d20 + 12 ⇒ (20) + 12 = 32
confirm: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 3d8 + 15 ⇒ (2, 4, 7) + 15 = 28

Attacks on Malgrim
to hit: 1d20 + 12 ⇒ (20) + 12 = 32
confirm: 1d20 + 12 ⇒ (11) + 12 = 23
to hit: 1d20 + 12 ⇒ (14) + 12 = 26
damage, DR: 1d8 + 5 - 10 ⇒ (3) + 5 - 10 = -2

Attacks on Amaimon
to hit: 1d20 + 12 ⇒ (16) + 12 = 28
to hit: 1d20 + 12 ⇒ (3) + 12 = 15
to hit; blind: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19

reflex save vs. glitterdust: 1d20 + 8 ⇒ (18) + 8 = 26; no longer blind

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-22 HP; Note: Curse of the Grave-22; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1)
Malgrim Gryh (-12 HP; 10 DR)

❖❖❖ Round 5 ❖❖❖

That dang dwarf (-18 HP; -2 AC Charge)

Fuse grenade goes off doing 14 damage

Marcus (-36 HP; Note: Curse of the Grave-8; goes off round 5)
Dragonflies (3@ -46 HP; 3@ -23 HP; 1@ -58 HP; 1@ -56 HP)

----------------------
----------------------

Dire Tiger (unconscious)


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Hit: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 1d8 + 25 ⇒ (1) + 25 = 26
Fire: 1d6 ⇒ 5

Hit: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 1d8 + 25 ⇒ (1) + 25 = 26
Fire: 1d6 ⇒ 3

Hit: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 1d8 + 25 ⇒ (7) + 25 = 32
Fire: 1d6 ⇒ 1

Hit: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 25 ⇒ (2) + 25 = 27
Fire: 1d6 ⇒ 2

The azure methodically went about swinging his hammer at the dragonflies, the weapon leaving a trail of flame behind it as it sailed through the air. His face, though, remained as unmoving as a mask, as he focused on the task at hand.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim focuses and creates another spindle of mud to fling out at the dragonflies.

I automatically cast defensively. Gather Power, create a Composite Mud Spindle and fling it at the square directly in front of Malgrim and the square directly north. It hits two 5 ft squares in case there are multiple dragonflies in a square. Spindle does half of rolled damage. Reflex DC 18 halves damage.

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (2, 1, 4, 1, 2, 3, 5, 1, 5, 2, 5, 2) + 20 + 8 = 61

30 damage or 15 damage if they make the reflex save.


Malgrim Gryh wrote:
It hits two 5 ft squares in case there are multiple dragonflies in a square.

The dragonflies are sharing the same vertical 5' section but are 5' above each other so not eligible for spindle.

DC 18 reflex save: 1d20 + 8 ⇒ (1) + 8 = 9
DC 18 reflex save: 1d20 + 8 ⇒ (10) + 8 = 18

targets: 2d8 ⇒ (5, 4) = 9

Malgrim drops two of them.

Amaimon Emberheart knocks around 3 of them,

targets: 5d6 ⇒ (3, 4, 4, 4, 2) = 17

and drops 2, leaving one heavily damaged dragonfly and one in pretty good shape.

The flighty dwarf zips by Marcus

to hit touch: 1d20 + 21 ⇒ (19) + 21 = 40
damage: 1d8 + 2 ⇒ (5) + 2 = 7, Curse of the Grave

and sends a nasty chill through him (7 damage).

"Trespassers! I will not allow this incursion!"

Then the grande blows and kills off another dragonfly.


❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Marcus (-43 HP; Note: Curse of the Grave-15; AoO available)

Dragonflies (1@ -23 HP; 1@ -58 HP)
Amaimon (-22 HP; Note: Curse of the Grave-22; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1)
Malgrim Gryh (-12 HP; 10 DR)

❖❖❖ Round 6 ❖❖❖

That dang dwarf (-18 HP; -2 AC Charge)

----------------------
----------------------

Dire Tiger (unconscious)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Both Amaimon and Malgrim received a +2 for bardic performance, unless they can't hear me and an additional 1d6 sound damage to each attack for discordant voice.

"We're just trying to leave you know. Could you show us the way?" Marcus asks in his polite manner and taking the opportunity to make himself less visible and vanishes (cast Vanish 5 rds invisible). Once invisible, he moves to get some distance between him and the enemy.

Cast defensively vs level 1 DC 17: 1d20 + 14 ⇒ (13) + 14 = 27

Diplomacy: 1d20 + 20 ⇒ (10) + 20 = 30


Marcus Nocturnus wrote:
Both Amaimon and Malgrim received a +2 for bardic performance, unless they can't hear me and an additional 1d6 sound damage to each attack for discordant voice.

@Amaimon That allowed you to eliminate the remaining dragonfly that was next to you.

Marcus vanishes and slips away from the irate dwarf, who merely points behind him and scowls in response to his question. No, he has not calmed down and is still quite willing to rip you all to spiritual threads.

The last dragonfly attacks Malgrim,

to hit: 1d20 + 12 ⇒ (7) + 12 = 19

and misses of course.


❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-22 HP; Note: Curse of the Grave-22; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1)
Malgrim Gryh (-12 HP; 10 DR)

❖❖❖ Round 6 ❖❖❖

That dang dwarf (-18 HP)

Marcus (-43 HP; Note: Curse of the Grave-15; AoO available)

Dragonfly (-23 HP)

----------------------
----------------------

Dire Tiger (unconscious)


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Activating: Legacy Weapon: Ghost touch, bane undead, and +1. Then move to be adjacent to ghost

”Spirit. I have previously stated that I mean you no harm, nor disrespect. My companions reiterate that sentiment.” The runes on his hammer flared to life. ”Seek not conflict with us. We shall defend ourselves.” As much as he disliked being so verbose, it seemed worth the expenditure of words if it led to a peaceful resolution.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Although speaking, perhaps in a sing song manner, Marcus maintained his performance. Free action afterall.

What Marcus has used:
5/27 rds of performance
1/1 smite
1st level 1/7
2nd level 1/5
3rd level 1/4
4th level 0/2


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim creates a bat of mud and tries to smack the remaining dragonfly. "I do not think the ghost wants to help." he says with an angry tone as he smooshes the bug.

Cast defensively. Gather Power, create a Kinetic Weapon of Composite Blast Mud and attack the last dragonfly.

Mud (Earth/Water) Blast w/Elemental Overflow , PBS : 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow: 12d6 + 20 + 8 ⇒ (4, 3, 2, 3, 5, 4, 4, 3, 1, 3, 3, 2) + 20 + 8 = 65

AC 31 for 65 magical, bludgeoning damage that is affected by DR. The Fire plane continues to mess with my rolling. :P

I then 5 ft step to get a better angle down the hallway.


Malgrim obliterates the remaining dragonfly.

Amaimon once again readies himself for combat against the defensive dwarf and launches himself into the air to meet him who, of course; responds by lashing out and peeling away bits of his life force.

to hit touch: 1d20 + 21 ⇒ (14) + 21 = 35
damage: 1d8 + 2 ⇒ (8) + 2 = 10, Curse of the Grave. Wheeling about he moves a short distance away.

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Amaimon (-32 HP; Note: Curse of the Grave-32; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1; AoO available)
Malgrim Gryh (-12 HP; 10 DR)
Marcus (-43 HP; Note: Curse of the Grave-15)

❖❖❖ Round 7 ❖❖❖

That dang dwarf (-18 HP)

----------------------
----------------------

Dire Tiger (unconscious)


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

All with ghost touch

AOO: 1d20 + 26 + 2 + 2 ⇒ (19) + 26 + 2 + 2 = 49
Damage: 1d8 + 26 + 2 + 2d6 + 2d6d1d6 ⇒ (7) + 26 + 2 + (5, 6) + (1, 4, 4, 4, 6) = 65
[dice-Sonic]1d6[/dice]

Move and Hit: 1d20 + 26 + 2 + 2 ⇒ (11) + 26 + 2 + 2 = 41
Damage: 1d8 + 26 + 2 + 2d6 + 2 ⇒ (6) + 26 + 2 + (6, 4) + 2 = 46
Fire: 1d6 ⇒ 3
[dice-=Sonic]1d6[/dice]

AOO if it moves again...as it has been shown to consistently do: 1d20 + 26 + 2 + 2 ⇒ (18) + 26 + 2 + 2 = 48
Damage: 1d8 + 26 + 2 + 2d6 + 2 ⇒ (5) + 26 + 2 + (5, 6) + 2 = 46
Fire: 1d6 ⇒ 4
[dice-Sonic]1d6[/dice]

"Begone." Aimamon stated. His eyes narrowed, perhaps in discomfort from the ghost's attacks. Or...maybe anger? It was near impossible to tell with the Azer. Regardless, his voice remained neutral, even as his glowing hammer fell upon the ghost again...and again...and again. What mattered, he reflected, as being properly prepared for the task at hand. And on the surface it certainly seemed like he was, given the devastation wrought. However, he knew that it was not truly the case, for the spirit would likely return.


Did you remember the bonuses from Marcus' performance, which includes an extra 1d6 sonic damage? Or are you not accepting the performance?

To avoid questions like this post your attacks like this:

to hit, bane, performance strength: 1d20 + 24 + 2 + 2 ⇒ (10) + 24 + 2 + 2 = 38
bludgeoning damage, bane, flaming, performance strength, performance sonic, ghost touch: 1d8 + 25 + 2 + 2d6 + 1d6 + 2 + 1d6 ⇒ (2) + 25 + 2 + (6, 6) + (2) + 2 + (2) = 47

I can pick out the fire/sonic damage as long as you keep the order the same as what is in the die roll description (note: the ghost touch is less likely to be lost if it is in or by the damage roll). The beginning numbers (i.e. 1d20+24 and 1d8+25) should match what is on your character sheet and you should add modifiers from there.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Completely forgot! I was *just* able to edit the post to get the performance in

Not enough time to edit the rest, but I'll keep it in mind for the future to properly put the numbers in order

Damn. The sonic numbers got messed up, and when I tried to edit it, it was too late. My apologies.

Sonic: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 1
Sonic: 1d6 ⇒ 1

The dice gods have punished me for my forgetfulness!


The dice bot is punishing you for your mistake :) Do not try to fix the mistake right now. If Malgrim hits it will all be moot anyway as combined with your damage it will be toast.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim gathers the forces of the elements to himself and sends a bolt of mud at the annoying ghost.

Gather Power, create an Adamantine Composite Blast. 5 ft step towards the fight.

Mud (Earth/Water) Blast w/Elemental Overflow , DA, IC: 1d20 + 16 + 4 - 3 + 2 ⇒ (4) + 16 + 4 - 3 + 2 = 23

Damage, B, Mud (Earth/Water) Blast w/Elemental Overflow , DA, IC: 12d6 + 20 + 8 + 6 + 2 ⇒ (4, 6, 3, 1, 3, 2, 2, 5, 5, 6, 5, 5) + 20 + 8 + 6 + 2 = 83

Wow...Well, if a 23 hits, he takes a ton of damage.


Malgrim nails the ghost and does 41 damage (half vs. incorporeal). Then it strikes and dashes away only to be destroyed by Amaimon.

to hit touch: 1d20 + 21 ⇒ (7) + 21 = 28
damage: 1d8 + 2 ⇒ (5) + 2 = 7, Curse of the Grave

secret GM roll:

2d6 + 8 ⇒ (1, 4) + 8 = 13

Round 8:
Amaimon (-39 HP; Note: Curse of the Grave-39; fly: 10 minutes; quickness until round 13; Legacy Weapon: Ghost touch, bane undead, and +1; AoO available)
Malgrim Gryh (-12 HP; 10 DR)
Marcus (-43 HP; Note: Curse of the Grave-15)

Note: you are still in rounds because, well, you know, more dwarven goodness is headed your way.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Marcus ceases his song. "Not to be the master of the obvious but we need to find a way out of here." says Marcus' disembodied voice (5 total rounds of invisibility). He then casts cure light wounds on himself. "Maybe those doors over there will get us somewhere." Marcus says pointing at the western doors (area D24a)

CLW: 1d8 + 5 ⇒ (4) + 5 = 9


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I don't remember, but did the stairs from D12 labeled E12 head up?

Malgrim nods and moves quickly to the next door and looks for any traps before opening it.

I will take 10 for a 33 to find traps and open it up if I do not see any.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Aimamon came back down to the ground, landing next to Malgrim. Wordlessly he took up position to watch the hobgoblin's back. He was in complete agreement with Marcus, though he felt that it would waste words for him to voice as such.


Malgrim Gryh wrote:
I don't remember, but did the stairs from D12 labeled E12 head up?

Lower lettered levels are lower levels. You started off on level A/1. So E is, indeed, above D. When you reach the door the surface wavers for a moment, and then the viewer’s own reflection changes to that of a wild-eyed Garundi man with long white hair, The image informs you that "The chief eunuch of old sits upon a throne that is not his own, but his old master’s covetousness has taken hold of his soul. If his claim upon his master’s holdings can be disproved, he is without his immortal anchor and can be slain.” After the pronouncement, the reflection wavers and then fades away.

DC 30 knowledge (planes):
There are subtle indications in the shape of his form and in the tone of his voice that he is more than human, likely some sort of outsider with a human appearance.

Opening the door you see some stairs ascending to the next level. You also notice that you (barring Amaimon who flew there) have left a trail of bloody footprints behind you. Very accommodating. I'm sure the persistent dwarf will appreciate the help in his own, violent, way.

It took you about half a minute to move to the door, check it out, and open it.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim sees the bloody footprints and blasts them with torrents of water to destroy the easy trace before heading up the stairs.

My plan is to just leave a bloody pool behind us. Maybe it helps.

Does Malgrim have bloody foot prints? Or is it just those with Curse of the Grave? If it only happens with those who have CotG, then maybe Amaimon could carry Marcus up the stairs to hide where we go.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Can we use basic water to wash the blood off? COTG does not seem to be making us bleed as much as it is a bad burn that will not heal.

Marcus has a +16 on the knowledge check. Anyone else have know planes and could possibly give a bonus as we talk it out? If both are allowed to aid me then I could take 10 for a 26 and with each of the others adding +2 we could get it. If not, I'll roll and see what I get.

"I feel like I should know something about this or have heard about it perhaps in the pasha's palace. Hmmm." Marcus says after the old man speaks.


Malgrim Gryh wrote:

Malgrim sees the bloody footprints and blasts them with torrents of water to destroy the easy trace before heading up the stairs.

My plan is to just leave a bloody pool behind us. Maybe it helps.

Does Malgrim have bloody foot prints? Or is it just those with Curse of the Grave? If it only happens with those who have CotG, then maybe Amaimon could carry Marcus up the stairs to hide where we go.

It affects everyone. The dragonflies produced gallons of the stuff and you all walked right through it. The grenade did not help either as it sprayed some of you down. No damage, but plenty of yuck to go around. But hosing folks off will help. Wet footprints are not quite as easy to follow as bloody ones. Unfortunately, they ARE followable even without any skill in tracking..


Marcus Nocturnus wrote:
Can we use basic water to wash the blood off? COTG does not seem to be making us bleed as much as it is a bad burn that will not heal.

Hard to say what it does. You have not tried to heal since you were affected. At this point is more of a GM note than something you notice. But you are correct in saying none of you are bleeding.


*bump*

Are you headed up the stairs? Doing anything about the wet footprints? Perhaps use prestidigitation if you have it or something more mundane?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Marcus cleans up the steps outside the mud flat that Malgrim created and then heads up the stairs. He cleans everyone's feet as well and lets them lead. As they walk, he lets them determine the dangers up ahead and he keeps an eye on the rear. "Let's move along fellows. This may quickly become an unsafe place again."

It looks like Malgrim does not have Know Planes so I will roll. If I'm close perhaps Amaimon has it and can get me over the edge.

Know Planes: 1d20 + 16 ⇒ (19) + 16 = 35

"the image is not human but some sort of outside. As it is, I think we need to look for something that proves the dwarf was not the true master around here and confront him with it. That will hopefully make him vulnerable to final destruction. If you gained something else from that illusion, someone let me know."


You ascend to level (E) and find yourselves in a guardroom. Loopholes look out over a garden and surrounding roof walk with a door to the south, while the room opens into the main palace dome to the north (where the spiteful dwarf was first seen). The walls are adorned with crossed scimitars hung below antique bucklers. Several of the scimitars have been removed, leaving only the wall hooks where they once hung. The bucklers and scimitars hanging on the walls look to be antique of make.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Placed tokens

"I'm thinking we move through the south door. If we manage to vanquish this ghost I'll definitely come back here and add a couple of these antiques to my collection." He says as he moves toward the south door.


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

"It is as good a path as any." The Azur said. He had never been in this area, so he knew not where to go. All that he knew was that he had to keep his eyes peeled for any indication as towards the ghost's past, so that it might finally be put to rest.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

"Seems as good a path as any." Malgrim says as he moves to search for traps.

Take 10 for a 33 to find traps.


You head for the door, check it out and open it. Before opening it, Malgrim hears ragged screams at random intervals from the other side.

DC 30 perception:
You head the noisy dwarf in the domed room cursing you and wondering out loud where you might have gone as the voice moves towards the gardens.

A portion of the palace roof has been surrounded by a crenelated battlement to create a roof walk here that looks out over the City of Brass. The roof walk is 150 feet above the surrounding streets.

Two efreet have found their way here. They walk upon this platform and scream raggedly at random intervals, creating eerie echoes in the streets below. Apparently they watch the gardens from the parapets at the edge, hurling down insults and mockery to the PCs. Unfortunately no mention is made of that in the description of the garden room, so they must have JUST missed it. One of the features that makes this AP poorly written. You do NOT hide pertinent information for a room in another room's description.

When you open the door they stop and stare at you for a moment. How do you react?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

”Good day gentlemen, do you by chance know a good way out of the palace? Truly, a way out if this plane would be preferred. I could trade you a song for directions” Marcus offers pleasantly.

diplomacy: 1d20 + 20 ⇒ (17) + 20 = 37


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Perception: 1d20 + 23 ⇒ (17) + 23 = 40

"The dwarf is coming back." Malgrim whispers to his new companions.


DC 20 sense motive:
These guys do not look right in the head.

If you made a DC 30:

Spoiler:

And you realize that the look in there eyes is a violent one. Nothing like insane and violent to kill a conversation. You can shut the door and hope, or you can enter into combat. Choices are limited with folks like that :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Perf Oratory in place of SM: 1d20 + 20 ⇒ (7) + 20 = 27


Wounds (32) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (3/3) Ember (3/3) Azer Occultist (10) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (0/5) Transmutation (5/10) Abjuration (7/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26

"We should go." Amaimon said. "They do not appear sane, and we must find a way to put this spirit to rest." He kept his hand firmly on his hammer, as he motioned for the group to leave the wild elementals be.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

"Yeah, I think you're right." Marcus adds after a brief moment and then begins to ease away. "You two want to go around the corner and see what's there or head back through the door?"


Anyone going to peek out over the ledge at the investigating dwarf? Did you close the door on the mad efreeti? Give me some details on how you do this as the perceptive dwarf might notice you.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim closes the door when he hears what Amaimon says.

I did not look over. I know he is there already.

"Let's go around the corner. We know what is behind us already." Malgrim says and starts heading onward.


The ignorant dwarf flies into the garden for a bit.

E4:
You explore to the northeast and find a couple of doors and the entrance to a wide banquet hall. Naturally the furniture consists of ornate brass tables, chairs, and chandeliers—brass, brass, brass. They seem to have an obsession with the stuff. On the tables there is a tremendous feast of rotting food and drink.

Oh, did I mention? There is a nasty looking customer actually eating that disgusting food! He's hard to make out due to the cloud of obscuring dust that perpetually hangs around it. The faint howl of winds and the smell of the deep desert seems to linger in its presence (not that you can tell from this distance - but you will notice soon enough!). It has recognizable features such as arms and legs, but they seem somehow wrong and out of proportion.

DC 30 knowledge planes:
The creature is a Black Jinni. Thought by many, even among the jann, to be myths and dark legends, the black jinn are an accursed and forgotten tribe of genies. Bearers of ill will and bringers of destruction upon both mortals and their own kind, these hateful creatures are possessed by madness and a drive to call down ruin upon any who intrude upon their desolate sanctums. The few black jinn encountered on the Material Plane are thought of as terrors of the deep desert, arriving in sudden sandstorms, brilliant with electrical fury, and disappearing just as quickly to leave behind no trace of lost comrades, or merely leaving corpses, charred or glazed in molten glass. Largely, black jinn are creatures of myth and legend, but a handful of mortals know the terrible truth – which few live long enough to tell. Although typically surrounded by a cloud of dust, black jinn appear more fiendish than other genies. A cursed creature, they do not constitute a true race of jann, but rather a bloodline so corrupt as to no longer be considered part of this proud race. A black jinni stands 12 feet tall and can weigh as much 1,200 pounds, its body being mostly comprised of soot, dust, and foul smoke.

Also known by other names, such as black ghosts or nisnases, black jinn have no part in a natural ecology and tend to destroy any living things that exist in their vicinity. It is postulated that certain genies can become black jinn through utilizing taboo magic, trespassing upon sacred locations, or similarly provoking such misfortune, but such cases are largely undocumented and seem to be exceedingly rare.

What the? Is everyone completely mad in this place? Apparently since he does not react well to your humble and non-violent presence. Nor do his 4 Great Ghul servants. You met some of these just recently, though they did not give you all that much trouble. Then again you had Seif around to dispel the improved invisibility spell.

So, this is going to draw the unobservant dwarf. Even he cannot miss the noise you guys are going to make and being incorporeal he can take shortcuts. This will be a challenging fight (as in some or all of you will probably die) if there are only three of you, particularly for the low of AC and being attacked from all sides. So, do you want to risk it or wait for the newbies to pop up in the nick of time?


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

K Planes: 1d20 + 16 ⇒ (10) + 16 = 26

I'm game either way. Not dying would be good but I'll give it a go if the others want to try.


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 (91/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I am fine waiting for a bit, but I think there should be a timeline so the game doesn't whither waiting for character creation.

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