GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Kitsune Game Master

I once read a piece about adventure design, where it told to have always multiple ways to progress the adventure, to not be stuck if the party fails to notice that ONE clue, how to proceed. This is nicely offered in this adventure with the at least two options to get out of Kakishon.

But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.

Therefore I'd like to inform you that this book has - other than the previous books - more the character of an open world, that you can explore. Even though the narrative (find an exit an get out, to save the world, that you released Jhavhul into) suggests otherwise. But you are not forced to explore it, and could sooner than expected find yourself in the next book already.


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

Initially I felt the need to return and attempt to correct what we caused. But, we may never be able to return to this realm once we leave. I for one would like to explore every inch of this place. They defeated Jhavhul without us once before. We could be helpful but I do not think we can defeat an army.


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, feeling thoroughly short on wisdom here & this (and possibly Rayhan) are our last questions. What other question should we ask this thing?

Some things to consider
1) How do we get to Khandelwal?
Note that we don't have the ship nor the maps that are aboard it; we got teleported here...

2) How can we get an earth elemental - if I understand what Foxy and Samuel are chatting about, summoning and calling spells are very difficult here...


Kitsune Game Master

1) You got the horn to call ships.

2a) A failed concentration DC is bad in combat, but only an annoyance out of it.
2b) Shaitan - LN Large outsider (earth, extraplanar) also would do. Which you got in abundance, maybe unwilling though. Probably "earth elemental" is not the correct term. Creature of the element earth?


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Level 9

HP +10
Teamwork feat Blades Above and Below
Feat Shield Focus
New spells
bloodhound and shield of wings
Skills
Diplomacy
Fly
Intimidate
K. planes
K. religion
Perception
Sense Motive
Survival
Background skills
K. history
Linguistics (Ancient Osiriani)


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

We now have overland flight. Range of 64 miles. Just need a map.


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AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Given that I'm traveling right now, I likely won't be able to update my character until Thursday.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h
Samuel Jafar wrote:
We now have overland flight. Range of 64 miles. Just need a map.

What do you mean? Did this post slip in the wrong campaign?

Heshan Antar wrote:
Given that I'm traveling right now, I likely won't be able to update my character until Thursday.

Enjoy your time Heshan! :D


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

Level 5 spell. Heshan should have access to it as well.


Kitsune Game Master

Ok, I'll give you a strong hint. There once was a scene in Fellowship of the Ring, where the fellowship sat in front of the closed back entrance to Moria, trying to get in.


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:
...if the strange spirit is trustworthy enough to tell the whole story to. In particular the release of Jhahvul and his army of efreets, and the Protean proposal of genocide...

Exactly why I withheld that.


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

If we can gain the knowledge I am asking for, we could send Javuhl to Kakishon and his army to another plane. I have one in mind :-) Separate the head from the serpent. That's my plan before I get the jump on Haleen ;-)


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Okay, I'm back now.


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AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

I'm moving to a new location, so I will be out of contact for the next couple of days. Take care you guys.


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:

"...

"As the scroll is the only anchor in the material world, you'd always appear close to the scroll no matter the method of leaving. This was no concern to Nex, as he wouldn't leave behind the Scroll of Kakishon in a garden. Which might make your return an exciting endeavour."

Ok, this could be a real problem folks - popping up in an army of efreets could be really bad news. We may have alternatives though:

Foxy Quickpaw wrote:


...

But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.

...

Anybody have any ideas? I mean I get the impression that casting planar spells requires a high concentration check... How high being the operative question, for example, to cast Plane Shift (or Janni's Jaunt or Homeward Bound).


Kitsune Game Master
Omari the Landless wrote:
Foxy Quickpaw wrote:

...

But there are other issues that adventures can have. Like when it tries too hard to prevent the party from taking shortcuts. This came to my mind, as this AP book doesn't seem to do that at all. I just realized that at this point it might be possible with spells up to 5th level and the knowledge you have to leave Kakishon effective immediately.
...
Anybody have any ideas? I mean I get the impression that casting planar spells requires a high concentration check... How high being the operative question, for example, to cast Plane Shift (or Janni's Jaunt or Homeward Bound).

I meant that there is noting preventing you from using one of the standard exit points immediately.

- Plane shift works with planes which are connected. Which works great from the material plane. For all practical purposes Kakishon isn't connected to any plane that would help you here. If I'm not mistaken, the only connection that works somehow is the one where conjurers summon their monsters and druids their nature's allies from. And that only to not kill their fun.

- Janni's Jaunt is a modified plane shift -> doesn't work.

- Homeward bound doesn't work.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

I would not worry about that Omari, this is an adventure and it is just telling us what we are supposed to do, if popping in the middle of an army and confront Javhul is not what the heroes are supposed to do on this story, a different option will present itself without us having to go off the rails.

I had a day at the mountain and I am too tired now. The Gameplay will have to wait for tomorrow, good night everyone!


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, we will have the piece of Andrathi with us when you can cast level 7 spells unless I find someone more talented than you before that occurs :-)

A game changer in my pocket?


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Kitsune Game Master

You have a bone of a wizard who didn't stand a chance against Javhul back in the day. And I have no stats, not even a level for Andrathi.

So you're paying 10 grand for a surprise egg that even has a chance to be empty, as he'd need to be willing.

It is a nice idea, but one with a lot of work on my side and questionable return of investment on your side.

I'll come up with something if you go that way, just don't be disappointed, if that guy is not matching your expectations.


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

Good info, Foxy. I suspected most of that would be the case but had to give it a try. And it could be a real interesting maneuver given the right circumstances. Probably more fluff than anything else given your input.

Thank you.


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AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Finally got Heshan updated.

+6 HP
+1 Fort, Ref saves
+ Spells (Protection from Arrows, Dispel Magic, Wall of Fire)
+ 1 Appraise, Bluff, Diplomacy, Knowledge (arcana), Sleight of Hand, Spellcraft
+ Feat (Flaring Spell)


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

How many temporal hp do we get from the heroes' feast? :)


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Kitsune Game Master

Ohrmizd gets 13. But only if he eats up.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

A 3 a 1 and a 7, well, we better are not set to the ambassador position xD


Kitsune Game Master

I made a small correction to the map. This 40 miles an inch scale is ridiculous.

Also, the roll I wanted is survival, not perception. Though once you're in the area it might help. Just like in this video at 7:18


Kitsune Game Master

For those not keen on searching for the change on the map: It's now 4 miles per inch.


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:
For those not keen on searching for the change on the map: It's now 4 miles per inch.

Real estate values in Kakishon crash! We have 1/100 of the dirt we used to have...

Also, we don't have to rely on those boats any more. I can Beast shape III for 90 minutes at a time, to say a whale, and swim with you guys on my back no problem.


Kitsune Game Master

Real estate values soar. As there is only 1/100 the dirt to have as real estate. Though the end-of-the-world threat the proteans present might counter that effect.


Kitsune Game Master

I wonder what special kind of LN cleric of Abadar can do with the law in Katapesh. It would make much more sense to have Asmodeus as their main patron. But I guess that one was already taken by Cheliax.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

He he, I guess they did not feel Katapesh to be an inherently evil system, just pragmatical and ordered, business rules first in here, hence they came up with the Abadar idea. There is also a big difference between the gnoll tribes and the Katapesh city I guess.

Note to Omari: remember we are level 9 now! Level 5 spells!


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, first guess:

time


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Kitsune Game Master

This is no Monty Python situation. You could make your guesses in game. Then the sphinx could have some fun too.


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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

I will be travelling starting today until the 14th; posting may be irregular. Please bot me if necessary.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

Enjoy your time Omari! :)


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, well, now we know the Shaitan's price: genocide, just like the Proteans (thought that was going to be it).

I am not sure I like either option.

I am hoping there are mortal communities in this plane (that we can buy stuff/services at); I would like to take another try at gaining Lady Dilx's good graces (and thus her info)... Maybe hire a bard to perform for her? There are also a lot of other sites to explore here on the map - like the Black Spire and the Fireforge, so there may be other options out there.

So I say we make polite, non-committal noises at Obherak and explore the rest of this place, looking for another option.

WRT to killing the proteans as an option, that's going to be hard: 1) We have to figure out a way to make the boat take us back over the edge of the world 2) We have to take them all at once and there are a bunch of them in that complex...

WRT to killing the Genies as an option, that's also going to be hard - I suspect that they are all over the islands (and thus there are many of them), and they will also come in large, organized groups...


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

Agreed, Landless.


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

Do we really need to do this fire?


Kitsune Game Master
Samuel Jafar wrote:
Do we really need to do this fire?

Adventures? Nasty, disturbing, uncomfortable things. Make you late for dinner!

You're sure, you're no hobbit?


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

We haven't even had second breakfast.


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

(3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers), along with a suit of +2 chainmail and +1 full plate

Holly cow, that fire was totally worth it, that is more treasure that we have found in this and past module together!


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:
"Your mother speaks common. Do you not?

WTF Jafar? He's a mephit, why does his mother speak common?


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

Mephits speak common.
Languages Common, Ignan
He admitted to it as well. It is "below" him to use it.
I will not provoke him further :-)


HP 143/143 AC 36 32 TAC 17 13 FF 33 29 | CMD 32 28 | F +16 R +13 W +17 (Stalward) Resist: fire 30 | HL: 14/14 B: 8/14 BSP: 10/10 Ju: 2/5 ST: 4/4 L1: 4/6 L2: 2/6 L3: 0/5 L4: 3/5 L5: 0/2 | Ini: +6 | Senses: +21 |
Skills:
Acrob+10,Bluff+14,Climb+11,Diplo+21,Disguis+3,Fly+8/+13,Heal+8,Intimidate+2 7,K.arcana+5/+9,K.planes+17/+21,K.religion+9/+13,K.history+12,Linguis+11,Se nsM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 14 | GMW 12h, MV 12h

We are the advanced diplomatics party xD


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

LOL
Surprised I got away with that.
But, it could be interpreted as innocent.


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

I have no respect for a flippant npc that thinks they are superior to us. Due respect = no respect.

That is just for us to know.


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

Clever we are not. A suggestion: Try to get information from the NPC, before giving away the big news... For example, I'm not going to let on to his faithful servant laboring away here, that Nex is believed to be dead and gone.


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
Ohrmizd wrote:

(3 +1 longswords, a +2 battle axe, two +1 halberds, a +1 thundering bastard sword, a +2 rapier, and 4 +1 daggers), along with a suit of +2 chainmail and +1 full plate

Holly cow, that fire was totally worth it, that is more treasure that we have found in this and past module together!

And now you have to put it back, because he's not going to pay you the fancy for completing his quest if you loot his house beforehand...

That said, WRT to the ghouls, let's do some scouting and figure out how big the AM field is, and maybe get a count of ghouls before we go rushing in there. As a preliminary plan, what does everyone think of trying to lure at least some of them out of the AMF with food, and ambushing them?


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 101/103 F +11 R +12 W +14

Yeah,we're not winning a fight there when we're a) reliant on magic to fight. Mayne there's another way to shit down the AMF?


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

Depending on the range of the antimagic field I could summon up quite a bit of stuff. They would last 13 rounds. How about:

(2) Azata, Bralani
each has 2 cure serious wounds

(2) Archon Hound

They would augment, so +4 to strength and con.


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

Well, how about we get back to the ship and camp offshore for the night...

Tomorrow we take the daylight time to examine the Spire from a distance, count as many ghouls as we can and map the edge of the AM field with the dancing lights cantrip. Not sure we will see many ghouls (nor they see us) as they generally try to avoid sunshine...

After that, maybe you, Heshan and Rayhan could put your heads together on a convincing illusion to lure the ghouls out to fight - say a bunch of humans landing on the pier and setting up camp like they plan on salvaging all the old war machines...

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