GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

2nd Legacy of Fire Current Maps
2nd Legacy of Fire Archive Maps
Quest Log
Loot Sheet


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Kitsune Game Master

Hydras are usually CR4 if they are from a Pathfinder AP, but Legacy of Fire isn't. If it doesn't matter much, I take the monster stats from the PF-Bestiary. But sometimes it does matter. And walking into an encounter like 'Hey, I know that thing, that's a walk in the park' might lead to a bad surprise.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Yes, Ohrmizd. I am fleshing this place out in my mind and liking it.

Omari, Samuel taps himself with his wand of mage armor every 8 or so hours. He will tap Khedron when he uses it on himself. After 50 uses, he can craft another one for 350 gp.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Samuel Jafar wrote:

Yes, Ohrmizd. I am fleshing this place out in my mind and liking it.

Omari, Samuel taps himself with his wand of mage armor every 8 or so hours. He will tap Khedron when he uses it on himself. After 50 uses, he can craft another one for 350 gp.

Unless you have a very expensive wand, it doesn't work like that... (You're too low-level to have the staff-like wand arcane discovery.)

To craft a wand of Mage Armor that lasts 8 hrs, that 1 (spell level) * 8 (Caster level) * 750 = 6000 gp, or 3000 gp if you craft it yourself. If you got the standard Mage Armor wand (750 gp or 375gp if you craft it yourself), the mage armor is cast a lvl 1 and lasts for 1 hour.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

The level 1 mage armor spell lasts 1 hour per level. That is what I would craft.

Edit, I get what you are saying. Correct. I would tend to go with lvl1 1 hour just for cost.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

An hour long should be good enough. You do not need it active constantly, only when we are in a danger setting. Only if we get surprised by an ambush you will need to balance between spending an action to mage armor or doing something else.

If you want constant mage armor, is probably better to use pearls of power than wands.

Jafar springing wands from his gloves remembered me some gun fighter in the wild west here, hehe


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Ohrmizd, yeah or I could just cast it. We will see. Gonna try the level 1 wand first. Economy of actions in battle can be a game changer.

Omari The Landless wrote:
What kind of paranoid adventurer type are you?)

One that read the spoiler first :-)


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Kitsune Game Master

The Hunt
This is a minigame based on survival checks, with a turn time of one hour.

You decide where* you search for an hour, one rolls survival, all others aid. You get a result.

Options are currently: At the beach or in the mistvales which is the area behind the beaches.

Depending on where you search you have different chances at finding the golden ram, but also what else you might stumble upon.


Kitsune Game Master

Added a picture to the maps, as you're going to finally see the goat anyway.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Foxy Quickpaw wrote:
Added a picture to the maps, as you're going to finally see the goat anyway.

That sheep has fangs... I don't think we're taking that alive.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

May I recommend sparing his life for his true name, knowledge of the We and these boats, the golden ram, and of course never attack us again. One day I could summon him by name and continue with his debt to us.


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Kitsune Game Master
Heshan Antar wrote:

[Dice=Perception]1d20

Maybe he did have a knack for tracking after all. Not only did he help Ohrmizd find traces of the ram, he found the beast itself from a distance.

"There." He pointed towards a tree about 100 feet away. "So how do you think we should approach it?

I had a good laugh at that. The hunting party sneaks through the thick of the jungle like area, searching for the beast. And suddenly Heshan shouts out "There it is!". All the birds fly up startled by the noise, some antelope runs away, and the golden ram, a beast larger and more dangerous than a tiger turns it's attention to the man pointing in its direction.


Kitsune Game Master
Samuel Jafar wrote:
"Good call Landless. If you don't mind doing the collection, I will prepare to make good use of....it."

And there all the big headed ones stand around a pile of s~@~ and look at each other, pondering whose dignity could survive the hit by picking it up. XD


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h
Rayhan Xobhadi __ wrote:
"Divination."

Poo Diviner? xD

Should order a full analysis report. Rayhan might find a stable job in nowadays hospital.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Should we figure out, if only by experiment with summoned critter, what this Golden Ram's breath turns things into? It occurs to me, a variant gorgon might just make gold statues?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Can do.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 95/95 F +6 R +7 W +8

Okay, I give up. Any ideas for 4th level spells?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Invisibility, Greater. I prepared that for the inquisitor. You could make good use of that as well if you are flying and Foxy realizes it.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

dimension door
stoneskin
obsidian flow
wave form
horrific doubles
shocking image
hypercognition
flash forward

Things to get out of here?
anywhere but here
homeward bound


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 95/95 F +6 R +7 W +8

I'll go with Greater Invisibility then.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Why not communal fire mares Heshan? O:)


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Ok, I owe 1 day's spell preparation post.

Also, to the group, do we try to take the Golden Ram alive? That's impression I'm getting. Second question: What's the plan for containing it if we do take it alive (Remember it's breath weapon)?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Ohrmizd can be helpful to render him unconscious, but I have no idea how can we safely contain him afterwards.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 95/95 F +6 R +7 W +8

Could Black Tentacles grapple the ram and keep it contained?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Heshan, a normal gorgon has way high cmb and cmd. I doubt they would be very effective against it. (I did the math and the numbers are not in our favor)

Omari the Landless wrote:
...of course, we saw off the horns...

I left my saw on the material plane. Did you bring yours?


NG Dragon (Sky) HP -15/17, AC 20/12/18, F+4, R+5, W+4, Init Samuel, Perc +6 Day 1/7

I could attempt telepathy with it and see if it is intelligent. My telepathy range is the same as his petrification range. We could learn two things with one stone (me).


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Samuel Jafar wrote:


Omari the Landless wrote:
...of course, we saw off the horns...

I left my saw on the material plane. Did you bring yours?

Thus the hazards of walking around without a traveller's anytool...

That said, even if we killed it, we would still have the problem of a saw to get the horns off. If we knock it unconscious and you turn it into a figurine, we can carry it around and solve the problem at our leisure, later. We cannot turn a dead ram into a figurine... I think you've just handed us the answer to our dilemma. (And no, we don't need to worry about the Ram being a problem later; it won't heal up during figure time, so it will still be unconscious from non-lethal damage when we un-figurine it).


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

The anytool! Why does everyone including me not spend that 250? I played with a PC who had one and it came in soooo handy several times. ie up a creek headed to a waterfall without a paddle.

We could easily break off the horns in figurine mode. Might need a ruling on that.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Samuel Jafar wrote:

The anytool! Why does everyone including me not spend that 250? I played with a PC who had one and it came in soooo handy several times. ie up a creek headed to a waterfall without a paddle.

We could easily break off the horns in figurine mode. Might need a ruling on that.

I'd say that's a whatever; it can wait.


Kitsune Game Master

That's all splitting the cake before you got it. ;)


Kitsune Game Master

I like the expression "some hundred". But as I've seen it wrongly translated as several hundred in a printed book I'd like to clarify that it is between 95 and 105 feet.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 95/95 F +6 R +7 W +8

Okay, who wants to fly to take on the ram? Last call.


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Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Careful. Flying while petrified can have crushing results.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Spells Prepared

L0 (4) : Guidance, Detect Magic, Stabilize, Light
L1 (4+1+1) Bless(domain), Divine Favor, Divine Favor, Divine Favor, Protection From Evil, ???
L2 (3+1+1) Featherfall (domain), Admonishing Ray X2, Lesser Restoration, ???
L3 (3+1+1) Fly (domain), Invisibility Purge, Sand Whirlwind, ???
L4 (2+1+1) Summon Monster IV (domain), Freedom of Movement, ???

And now , I have to run, so you don't get an action post until this evening, sorry.


Kitsune Game Master

@Smauel
Greater invisibility is rounds per level.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Please ready that just in case. I will be away until this evening.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

I cast greater invisibility on him.


Kitsune Game Master
Foxy Quickpaw wrote:

@Smauel

Greater invisibility is rounds per level.

The implied thing here was that you can't do that in preparation, because it would run out, before you find the ram. But if you cast it before he moves, then you make the ram aware of the group and Ohrmizd's full attack makes no sense.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

If greater invisibility is out of the equation, then Ohrmizd can have cast invisibility on himself.

I am consuming on him a 2nd level slot for the spell.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Carry companion states "If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities."

So the question is, if we break off the horns and return the ram to flesh do the horns return as well?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15
Omari the Landless wrote:
maybe spellcraft?

I rolled a 35 using a wand of identify on that with nada.

Yes, knowledge rolls are all we have other than guesses.

I remain opposed to killing it. The proteans are too convenient and came to us. They want us to kill this. No trust.


Kitsune Game Master

I assumed you use that DC35 to identify the horns.

If you would want to remove it without killing the ram, I guess it would be a heal check or profession(surgeon) to try.


Kitsune Game Master

@Omari
From your rolls, I'd say you and Khedron take 1x2d6 lethal and 8d6 non lethal damage. Once you're off the boat, you're no longer bouncing around.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Omari, the way I read it the 8d6 is only taken once. That occurs after two failed rolls. So you each take only 8d6 nonleathal. Amirite GM?


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 95/95 F +6 R +7 W +8

Would Heshan be able to cast Feather Fall to mitigate the damage?


Kitsune Game Master

You can mitigate with featherfall.

But you fall a lot slower with featherfall and the way is longer than the 480 feet that the spell covers.

The distance fallen is 5280 feet.


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Definitely yes on the wand of fly. Party, do you want in on it at half price? GM, only needing 2 hours of sleep can the manufacturing process be sped up?


Neutral Human (Keloshite) Male Conjurer 10 HP 48/54, AC 17/13-13-10, F+6, R+7, W+9, Init +12, Perc +15

Please will someone delete all the old maps? It is killing my wireless connection and takes forever to load. Deletion incoming.


Kitsune Game Master

I can do without the old maps. Is anyone attached to them and likes to keep them?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 11/13 Ju: 4/5 ST: 4/4 L1: 5/6 L2: 4/6 L3: 0/5 L4: 4/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

I am attached. Also, it is surprising, it should only load the first map and the first thumbnails in the view. I have been running a game with a 71 slides map now for over 6 years on ADSL and 2G then 3G (no fiber) without noticing anything particular about it.

That said, if it is impacting a player mate and this is the solution, then do it.

What I have noticed for the last months is a bug where if you are not on the tab as it loads, the loading is stuck in the first slide, the rest of the slides will not load, the tab is hold "on loading" mode and any change you try to make is not saved.

Is maybe this bug what you are experiencing?

If you opt for the delete I will ask you to at least preserve the players cast slide and the general map.


Kitsune Game Master

If it is easily solved, good. If not, it might be an option to have an archive document and a current one? Is it possible to move slides between documents?

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