GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Male Gnoll Bloodrager 11 | HP 135/ooc]/135 [ooc]Rage:168 |AC 26/T15/FF23 (Rage AC) 19/T8/FF16 Due to enlarged rage and reckless abandon | F+12/R+8/W+7/9(rage) | CMB + 16/CMD 29 | init + 5 | Perc + 14 | intim. + 22 | Surv. + 14 | Rage: 27/27 HP+33 /AC-2/Will+3/fast healing 3 | Spells/lvl: 1st: 3/3, 2nd: 2/2, 3rd:2/2 | BoS 10/10

Thanks!

It's good to see the 'juices flowing' I'm glad Ohrmizd is a servant of Sarenrae, of course inquisitors have their own version sometimes :)

As for slavery, Gnasher was never a slaver, but his view is that it exists. I infer that the merchant he was raised by was a slaver. But Gnasher doesn't think like a gnoll, he worships the god Abadar so values, making wealth, but he doesn't see slavery as a good investment.

Gnasher was young when his tribe died, they had slaves that worked a mine, but he would have been too young to have interacted with anyone. I think he's 14, Gnoll's age quicker.

Maybe Garavel will introduce him before long, maybe he will introduce himself later. I don't mind the idea of being a prisoner and you all set him free, it's up to Foxy.

I'm just glad to be aboard,

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well welcome aboard from me too.

I see there are a lot of ideas flying around how to integrate you, and they mostly sound fine to me. I think I would like not to wait to long before we introduce him.

Manuun has no particulary bad experience with gnolls and only sees them as a danger best to be avoided when you travel in this part of the land, but he will likely follow Ohrmizd lead on this.


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

Hey, welcome to the party Gnasher. Heshan has little problem with gnolls either as long as the humanoid is a nice one.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@ Foxy since I am now rsponsible for Disabling devices, can we assume That I borrowed Thalis thieves tools? Or should I look fora away to get some on the carawan?


Kitsune Game Master

I don't mind. He might. But if you ask him try something like "You don't mind me borrowing that tools, do you?"

"I take your silence as approval."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Will they be with us today or will you assume they stay at camp?


Kitsune Game Master

I'll write something about Lofnaiali being sick and Tahlumilali staying with her.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

What do you think, should we offer the brooch of Shielding to the Fa´ther in exchange for some healing potions?


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

That's a good idea Manuun. I do not know how much the good man can provide. Perhaps we can try to ask him for a healing wand? A cure light wounds wand with 30 charges would have an equivalent cost to the brooch sell value.

Orhmizd 3 spells/day give us some room for healing, but we might need to rest a lot depending on how luck goes for us. So far in the monastery we have been pretty lucky, despite all the pugi missfortune.


Male Gnoll Bloodrager 11 | HP 135/ooc]/135 [ooc]Rage:168 |AC 26/T15/FF23 (Rage AC) 19/T8/FF16 Due to enlarged rage and reckless abandon | F+12/R+8/W+7/9(rage) | CMB + 16/CMD 29 | init + 5 | Perc + 14 | intim. + 22 | Surv. + 14 | Rage: 27/27 HP+33 /AC-2/Will+3/fast healing 3 | Spells/lvl: 1st: 3/3, 2nd: 2/2, 3rd:2/2 | BoS 10/10

Reading along, good to see consistent posters :)

Hey Foxy, I have Gnasher at second level. I originally took linguistics and knowledge (geography) as the second level background skills, but I'm considering changing the second linguistics to something to help with knowledge about the gnolls in this area. Would knowledge (history) or Lore (local gnolls) or would something else be better for knowledge about the situation is Kelmarane?


Kitsune Game Master

The skills to get to know what's going on in Kelmarane are Stealth and Perception. As a gnoll diplomacy might work too.


Kitsune Game Master

So far the questions have been very specific about the gnoll tribe in Kelmarane.

But there is another thing that might be interesting: What are gnolls? And how do they live?
That is knowledge(local), or something Dashki can answer.

There is nothing hindering you to find out before you first meet the local tribe. Or you all know that already and don't need to ask.


Male Gnoll Bloodrager 11 | HP 135/ooc]/135 [ooc]Rage:168 |AC 26/T15/FF23 (Rage AC) 19/T8/FF16 Due to enlarged rage and reckless abandon | F+12/R+8/W+7/9(rage) | CMB + 16/CMD 29 | init + 5 | Perc + 14 | intim. + 22 | Surv. + 14 | Rage: 27/27 HP+33 /AC-2/Will+3/fast healing 3 | Spells/lvl: 1st: 3/3, 2nd: 2/2, 3rd:2/2 | BoS 10/10

Good answers, thank you. Is there anything you need Gnasher to do before he meets the party in game?


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

Ohrmizd has no knowledge local. He will really enjoy help with that.


Male Gnoll Bloodrager 11 | HP 135/ooc]/135 [ooc]Rage:168 |AC 26/T15/FF23 (Rage AC) 19/T8/FF16 Due to enlarged rage and reckless abandon | F+12/R+8/W+7/9(rage) | CMB + 16/CMD 29 | init + 5 | Perc + 14 | intim. + 22 | Surv. + 14 | Rage: 27/27 HP+33 /AC-2/Will+3/fast healing 3 | Spells/lvl: 1st: 3/3, 2nd: 2/2, 3rd:2/2 | BoS 10/10

Game Master Foxy Quickpaw, thank you so much for the invitation to play in your game. I realize I contacted you and invited myself to the party so to speak, but having to deal with other game issues and RL non-game related issues I decided it was probably not wise to start another game at this time. Thank you for explaining why Gnasher would not be a good fit for the beginning of Legacy of Fire. After our conversation I believe I should just retire the idea of playing a Gnoll and stick to more ‘normal’ characters. Again thank you for the opportunity but I find I must decline. Good luck and good gaming to all.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@Gnasher: Thanks for the Honesty and timely notice. I am sorry to hear that but its probably for the best.

@Foxy: I still think it would be useful to add another fighterly character. Do you want to look, or should we ask active people from our other games if they are interested?


Kitsune Game Master

Option two please.


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 have contacted Rysky. He is interested but he is already in a LoF game and wanted to know if that's a problem.

Maybe he will contact you to discuss it.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@Foxy: I understood your posts back in the slime room, that you want us to make our own informed decisions without you handing out multiple choice tests.

But for us to do that we need a bit more description than:
"From this point, the ruined village of Kelmarane is visible a mile and a half to the north over the rugged hilltops" and a map of the whole of Katapesh.

How exactly (map or description) does the landscape look to the north of the monastery?

Are there any interesting features in the landscape ( a hill overlooking the whole area, a river valley, a wooded area)?

Are there any ways we could be taking?

Are there any signs of danger?

Based on what do you expect us to decide anything right now?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

I have found the new maps now.

EDIT: Ohrmizd showed me that the map is up longer already. Seemed to be technical problem on my computer, I did not see them when I checked. back tp the story.


Kitsune Game Master

There is the map with the rough surroundings. The options are more or less
- go along the river (which side?)
- go through the pesh fields
- go along the mountains

Around KLelmarene you can assume, that you find a ledge here and there that allows looking into town. Depending on what side of the town you choose, there are things that are easier to watch than others.

Lowest part of town is at the river, from there it rises.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Thanks.


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

Dashki told us to avoid the mountains, so I am inclined to go through the fields. But first have a look at the fields before deciding how to approach Kelmarene.

Manuun, I think that -1 to Con should have healed during the night


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 am waiting to see what Ohrmizd knows about pesh with his nature roll before responding to the cacti question. For some reason I was picturing the fields as those tall crop fields in movies where the main characters run and hide from monsters and assassins among the tall plants and they just bump with the danger surprising the audience.


Kitsune Game Master

Pesh

Don't know if that would be nature, or alchemy. But as I don't think, you'd start building a drug cartel...


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

Got it!

Are the cacti bloomed at this time of the season? In other words, is it safe to cross through the field or the cacti is blossoming with needles and they are close enough that we will have a hard time moving around without stabbing ourselves in the needles?

If we do not cross through the cacti, are the paths around having rocks, trees or other kind of cover where to conceal? Or we will be at sight of anyone guarding the town?


Kitsune Game Master

You can walk any of them without dying of accupuncture.

You can't tell from here, if your over two miles long walk will have constant cover. On neither way.


Kitsune Game Master

If you'd be so nice to agree on if you wait, and if so for how long? Or otherwise agree on the path to go.


I agreed to wait. Just roleplaying that I am bored. As for how long: until something happens or we need to return for the evening


Kitsune Game Master

You know, retreat is an option? A scream "Run for your life!" would have been a proper reaction from my point of view.

In case my description wasn't sufficient:
Giant snake: Large creature taking up 4 squares. That thing would swallow you whole for lunch, once you're out.

Just to make sure no one is surprised, if this ends with dead characters.

Maybe I'm too pessimistic, and this is just another fight for this heroic party. We'll see.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Thanks for the warning. I did not realise that it is sooo large.


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 seriously did not see a Large sized snake at first sight? Desert is getting us blind and deaf xD

A problem with this game is you rarely never know when retreat is the best option. With the stats at hand the GM can have a sense, but I have seen my players charging on a purple worm with just level 6.


Kitsune Game Master

It's probably the "if it has stats we can kill it" attitude. Also, with the right coloring something can hide in plain sight. You didn't make the perception check, or you would have noticed. Lucky roll for hide on the side of the snake.

But also noone wasted time to throw in a knowledge roll. Which could clarify a lot, before going all in.

Btw, I need a DC14 Fort save from Ohrmizd vs. poison.


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

Oh yes, I was just making fun of how dumb we are for not being able to spot it :)


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

Yeah, that looks like time to break and run.


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 find an irony that on the first encounter after picking up the detect poison orison Ohrmizd gets poisoned.


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Kitsune Game Master

Did you need the spell to find out? ;)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

You know Ohrmizd is sometimes a bit unperceptive so its probably better he has that spell.

BTW what Knowledge check would be identifying "flying wolf deer thing nesting" and also the other creatures the undine mentioned?


Kitsune Game Master

I'd say you roll knowledge per creature, and I tell you if you have an idea based on your skills.


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

Probably, Ohrmizd suffers from the impulsive nature of all southerners. He is a street boy after all, react fast or suffer it was all law on his childhood.

It will take him a whole AP, and perhaps more, to ascend to the monastical patience of a true cleric. But again, the Dawnflower is a goddess of fire, isn't it, a bit of boldness and imprudence is expected by sure.

And makes things more interesting for everyone but poor rational Manuun. I think they make a good team, we make a good team ;)

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

We are waiting for whichever comes first:

- Rahavs description where he is going,
- or Foxys information if one of the others has found anything.

correct? Or Is there somthing we should do?


Kitsune Game Master

Neither Ohrmizd, nor Manuun see the creature.

Heshan is without light, so he stands at the end of the dim light area with a perception of 2.

I'm still waiting for those who do the actual searching and not just the path blocking, to draw a path to show where to go in what order. Or put colored numbers or something.


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 am just waiting for Rahav or Heshan to act on the search department.

At the current moment I feel searching himself without feedback from them would mean either he leaves the corridor undefended or decides for their characters what they are doing which is not very comfortable.

If you think Ohrmizd could do more to move up things, let me know.


Kitsune Game Master

You could paint the search route, as you're good with that and nobody else is interested in it.


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

There you have them! Blue path is suggested route for Rahav, while Red is suggested route for Heshan (or Ohrmizd if he accepts to swap tasks).

I hope that helps!


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

We need to search in other rooms. Heshan can sweep the area thanks to Dancing Lights while the others with darkvision make sure the monster doesn't escape.


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

Would I be able to see Ohrmizd walk down the hallway from where I am at?


Kitsune Game Master

There once was a nice picture somewhere that would nicely explain how the light levels and the different kinds of vision work together.

But to put it short: You with no special vision can see anything that happens in all light down to dim light, if you have line of sight. Also light needs a line of sight.

You brought your own light, so you're fine, but once Ohrmizd moves it becomes dark in the corridor, where your light doesn't shine. As you have seen the room already on other accasions, with the movement of the light you can even tell where Ohrmizd probably moves to.

And him calling alarmed you, so you'd notice.


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

In my last post I meant only to 5 foot step forward. That might have not been clear. So the light in Heshan's corridor should have only slightly changed.

For now I am just waiting for Manuun to answer Ohrmizd or something else to happen, like if Manuun's movement makes the pugwampi run, create some noise or put himself on lighted area.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Moved Manuun forward on the slides in cases there was some ambiguity where I was going.

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