Legacy of Fire: Module 3: The Jackal’s Price

Game Master BloodWolven

Combat fight map!

Kelmarane
North Kelmarane
South Kelmarane
Kelmarane Environs

Katapesh compound
Katapesh compound 2nd level.

Handouts!


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Vital:
HP: 76/76, AC: 22_ T: 10_ FF: 21_ Perception +10, Sense Motive +5, Initiative: +3, Fort: +11 _ Ref: +6_ Will: +13, CMB: +10, CMD: 24, Speed: 10

Round 1

He releases his six strands focusing on the closest figure...

strand: 1d20 + 5 ⇒ (15) + 5 = 20 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (5) + 5 = 10 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (20) + 5 = 25 touch
str damage: 1d3 ⇒ 3

strand: 1d20 + 5 ⇒ (10) + 5 = 15 touch
str damage: 1d3 ⇒ 1
strand: 1d20 + 5 ⇒ (18) + 5 = 23 touch
str damage: 1d3 ⇒ 3
strand: 1d20 + 5 ⇒ (19) + 5 = 24 touch
str damage: 1d3 ⇒ 3

11 str damage, DC 19 Fortitude save or take 1d3 points of Strength damage for all 5 strands that hit.


Round 1

Aukan succeeds to strike the foe before him as he charges by his allies. The blade slices deep into the figure and it dissipates. The figure hit by the strands struggles to move forward but joins the other two to go after Aukan.

3d20 ⇒ (17, 10, 15) = 42

They all miss.

---

Soon after Aukan cleaves or the others act. Sir Drystan is free and summons his mount again staying near but in the front of the group still. More traps like that happen but the group would easily handle anything in your present path. Up the volcano your group goes...


You find a small 'village' of fire elementals, they tell you about Salenax.

"Those who seek to visit the azer smith Artel must climb the
slopes of Salenax, for the smith’s forge lies within a cavern
overlooking the volcano’s caldera. The volcano itself rises
from the sea, its own separate island just off the southern
coast of Khosravi, but its lower slopes are connected to the
larger island by a long bridge of red marble—the Phoenix
Bridge. Salenax itself is very active, constantly belching
steam and ash and periodically lava, but the underlying
structure of Kakishon itself serves to isolate its seismic
activity so that no tsunamis result from its rumblings. The
Phoenix Bridge itself shakes and shudders
ominously each time the volcano erupts."

True to their words,
On the Salenax side of the bridge, a short path leads to
a small gatehouse consisting of two towers extending out
of the side of the volcano, between which looms a 25-foot-
wide cave entrance. Smoke plumes from this entrance
constantly, carried on blisteringly hot winds. This is
the entrance to the Fireforge, the lair of the azer smith
Artel Norrin, who once served Nex as the master smith
of weaponry. Like the Phoenix Bridge, this underground
complex is shielded and protected from the seismic
activity of the volcano, and even though the forge itself
looks out over the volcano’s active throat, no danger of
flooding from magma exists here.
Yet the temperature within the Fireforge is blisteringly
hot. The temperature here is severe heat, and creatures
within must make a DC 15 (+1 for each previous roll)
Fortitude save every 10 minutes or take 1d4 points of
nonlethal damage—characters in heavy armor or clothing
suffer a –4 penalty on this save. For more details on severe
heat, see page 303 of the DMG.

The tunnel winds through the depths of the volcano
for a mile and a half (characters moving at speed 30 can
traverse this length in about half an hour, and thus will
likely need to make three saving throws against the heat
before reaching area C1).

C1. The Baleful Gates
The tunnel ends in a pair of red-hot metal gates, embossed
with the seal of Nex and a dwarven figure covering both door
panels, with the dwarf’s left hand on an anvil and his right hand
on a hammer.
The doors are not locked, but they are tremendously hot.


C2. Arms and Armor
A single row of red-hot metal columns runs down the center
of this curved hall. The plain stone walls are lined with dozens,
perhaps hundreds, of weapon and armor racks. The majority of
these racks are empty, but several along the south wall still hold
a magnificent array of glittering arms and armor.

Currently, there are a dozen magic weapons
stored here (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.


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4
Pharos Alexandria wrote:

Round 1

Her voice begins calm and collected, "Chains of Light, a 5th or 6th level spell. He should be fine, it only lasts rounds per level and he gets a save per round. But there is a clone spell tied to it." Her voice begins to rise in alertness and agitation, "The clones will attack and each round get stronger as he gets weaker... kill the clones!"

"You don't have to tell ME twice! Carpet!!"

The suli rockets off toward the nearest clone. The speed of the intelligent flying carpet sends Davod at the clone when Carpet stops abruptly.
Acrobatics: 1d20 + 13 ⇒ (14) + 13 = 27
GM Wolf:
If allowed Davod will attack the clone.
Shooting Starknife: 1d20 + 7 ⇒ (12) + 7 = 19
Dmg.: 1d4 + 4 ⇒ (4) + 4 = 8

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko charges at the closest clone!

I just charge at whatever I can charge at.

Claw+Charge-PA: 1d20 + 17 - 2 + 2 ⇒ (14) + 17 - 2 + 2 = 31

Claw+PA Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10


Davod does tumble forward with finesse and gets sneak attack!

Round 2 and 3!

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Round 2

Kazko rips into the clone in front of him!

Bite-PA: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23

Bite+PA Damage: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Claw-PA: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11

Claw-PA: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Claw-PA: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Rend if 2 claws hit: 1d6 + 7 ⇒ (4) + 7 = 11

Round 3

Kazko tries to finish off the clone!

Bite-PA: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26

Bite+PA Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Claw-PA: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Claw-PA: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Claw-PA: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21

Claw+PA Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11

Rend if 2 claws hit: 1d6 + 7 ⇒ (4) + 7 = 11


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Round 1
Sneak Attack: 3d6 ⇒ (4, 5, 3) = 12

Round 2
With a swift action, Davod activates his Element Assault (Su) ability, and wreaths his arms in acidic energy for the next six rounds.
The suli presses his attack against the clone.
Shooting Starknife + Element Assault (Su): 1d20 + 5 ⇒ (13) + 5 = 18
Dmg.: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10

MW Sickle + Element Assault (Su): 1d20 + 4 ⇒ (2) + 4 = 6
Dmg.: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11

Round 3
Shooting Starknife + Element Assault (Su): 1d20 + 5 ⇒ (14) + 5 = 19
Dmg.: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9

MW Sickle + Element Assault (Su): 1d20 + 4 ⇒ (14) + 4 = 18
Dmg.: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16


Vital:
HP: 91/91, AC: 44_ T: 34_ FF: 35_ Perception +8, Sense Motive +9, Initiative: +9, Fort: +12 _ Ref: +15_ Will: +19, CMB: +7, CMD: 24, Speed: 40
Skills:
Acro+17_Ap+15_Bluf+20_Climb+10_Dip+24_DD+17_Disg+20_EscA+15_Heal+5_Intimida te+20_K(Pla,Loc,Dun)+15_Ling+17_P Dance+20_Ride+10_SoH+17_Spell+17_Ste+17_Sur+12_Swim+10_UMD+20

Round 1

She quickly follows Davod and gets into a flanking position with him.

Acro: 1d20 + 17 ⇒ (9) + 17 = 26

Round 2

Cold Iron dagger of slashing grace +1: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d4 + 11 + 1d6 ⇒ (3) + 11 + (6) = 20
( 1d6 sneak, studied target)

Round 3

Cold Iron dagger of slashing grace +1: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d4 + 11 + 1d6 ⇒ (4) + 11 + (3) = 18
( 1d6 sneak, studied target)


After Round 3, three of the clones have been vanquished and the last is on the ground unable to get up. The group easily finishes off the last helpless clone and the trap turns off.


Vital:
HP: 104/104, AC: 29_ T: 16_ FF: 22_ Perception +11, Sense Motive +11, Initiative: +8, Fort: +11 _ Ref: +11_ Will: +6, CMB: +19, CMD: 35, Speed: 20_Fly 40
Skills:
Acro+6_Bluf+13_Climb+13_Dip+4_Dis+13_EscA+6_Fly+14_Intimidate+15_K(Planes)+ 14_Ling+12_Ride+6_SM+11_Spell+14_Ste+12_Sur+1_Swim+5_UMD+16

She quickly announces, "Proof! We should fly to avoid more traps, creatures, and threats!"

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

"Do you think there are more like that?" Kazko asks as he glances around.


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

The suli quickly jumps on Carpet and flies over to the celestial.
"Sir Drystan, wasn't it? Are you alright?!"


Hesitantly he states, "I am... fine. Not hurt. Maybe a little tired."


Vital:
HP: 104/104, AC: 29_ T: 16_ FF: 22_ Perception +11, Sense Motive +11, Initiative: +8, Fort: +11 _ Ref: +11_ Will: +6, CMB: +19, CMD: 35, Speed: 20_Fly 40
Skills:
Acro+6_Bluf+13_Climb+13_Dip+4_Dis+13_EscA+6_Fly+14_Intimidate+15_K(Planes)+ 14_Ling+12_Ride+6_SM+11_Spell+14_Ste+12_Sur+1_Swim+5_UMD+16

She offers, "Every place we have stopped at has had traps or at least things trying to kill us. Afterall this place looks like a battlefield. There is likely traps that are still set out there for the enemy just like this one. Someone should wish to teleport to a safe place at the base of the volcano! We have less than 20 people!"

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko blinks as he is not sure why more then 20 people would be a problem and then says, "I wish we all telepoprted to a safe place at the base of the Volcano..." His voice trails off as he waits to see how this works.


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4
Sir_Drystan_Goldenflame wrote:
Hesitantly he states, "I am... fine. Not hurt. Maybe a little tired."

The suli pats the celestial's shoulder in a friendly manner.

"Good. I hate to have my angel injured in any way. Our road together will hopefully be a long one." Diplomacy: 1d20 + 22 ⇒ (8) + 22 = 30

Davod turns to his beloved efreeti and waits to see what she will do with the proposed wish.


With the words uttered she blinks and the rest of you feel a strange stretching sensation. In a cloud of smoke and the scent of brimestone assaulting your nose, you see the group is indeed teleported to said location.

You begin your ascent up the volcano. Though on your way up you find a small 'village' of fire elementals, they tell you about Salenax.

"Those who seek to visit the azer smith Artel must climb the
slopes of Salenax, for the smith’s forge lies within a cavern
overlooking the volcano’s caldera. The volcano itself rises
from the sea, its own separate island just off the southern
coast of Khosravi, but its lower slopes are connected to the
larger island by a long bridge of red marble—the Phoenix
Bridge. Salenax itself is very active, constantly belching
steam and ash and periodically lava, but the underlying
structure of Kakishon itself serves to isolate its seismic
activity so that no tsunamis result from its rumblings. The
Phoenix Bridge itself shakes and shudders
ominously each time the volcano erupts."

True to their words,
On the Salenax side of the bridge, a short path leads to
a small gatehouse consisting of two towers extending out
of the side of the volcano, between which looms a 25-foot-
wide cave entrance. Smoke plumes from this entrance
constantly, carried on blisteringly hot winds. This is
the entrance to the Fireforge, the lair of the azer smith
Artel Norrin, who once served Nex as the master smith
of weaponry. Like the Phoenix Bridge, this underground
complex is shielded and protected from the seismic
activity of the volcano, and even though the forge itself
looks out over the volcano’s active throat, no danger of
flooding from magma exists here.
Yet the temperature within the Fireforge is blisteringly
hot. The temperature here is severe heat, and creatures
within must make a DC 15 (+1 for each previous roll)
Fortitude save every 10 minutes or take 1d4 points of
nonlethal damage—characters in heavy armor or clothing
suffer a –4 penalty on this save. For more details on severe
heat, see page 303 of the DMG.

The tunnel winds through the depths of the volcano
for a mile and a half (characters moving at speed 30 can
traverse this length in about half an hour, and thus will
likely need to make three saving throws against the heat
before reaching area C1).


Vital:
HP: 76/76, AC: 22_ T: 10_ FF: 21_ Perception +10, Sense Motive +5, Initiative: +3, Fort: +11 _ Ref: +6_ Will: +13, CMB: +10, CMD: 24, Speed: 10

At the 'village', he states, "You are welcome to go up but I will not. Fire is really my only weakness and going into a volcano sounds horrible. I am anxious just being here. I will head down to the sea and find the waypoint and wait for you there. Anyone is welcome to come with me."

---

Oolong does agree to Aukan's request and collects the hound into one of his tentacles.


She agrees and looks anxious herself, "Yes, blistering heat will do me no good. We will wait for your swift return!"


"I will make sure they are well taken care of... good luck on your endeavors into the volcano."


Vital:
FastH:12|HP: 211, AC: 37_ T: 31_ FF: 29_ Perception +8, Sense Motive +7, Initiative: +8, Fort: +23 _ Ref: +14_ Will: +19, CMB: +15, CMD: 33, Speed: 40
Skills:
Acrobatics +16, Bluff +12, Climb +16, Escape Artist +8, Handle Animal +16, Intim +18, K (dung/eng) +12, Ride +13, Survival +12, Stealth +8, Use magic device +18, Swim +15

He walks up to Oolong and asks, "Would you please take my pup. I don't think he would do well in the heat, fire, or lava. I know he doesn't want to leave my side, so you will need to carry him too. Please."


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Davod looks up at the efreeti. "Can I wish to be immune to heat and fire, Lady Pharos? Or are you out of wish power after that teleport?"

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko also looks concerned by the fierce heat but is prepared to go regardless. "If we move fast, it might not be too bad." He says more to himself then anyone else.


Vital:
HP: 104/104, AC: 29_ T: 16_ FF: 22_ Perception +11, Sense Motive +11, Initiative: +8, Fort: +11 _ Ref: +11_ Will: +6, CMB: +19, CMD: 35, Speed: 20_Fly 40
Skills:
Acro+6_Bluf+13_Climb+13_Dip+4_Dis+13_EscA+6_Fly+14_Intimidate+15_K(Planes)+ 14_Ling+12_Ride+6_SM+11_Spell+14_Ste+12_Sur+1_Swim+5_UMD+16
Davod Mohidoon wrote:
Davod looks up at the efreeti. "Can I wish to be immune to heat and fire, Lady Pharos? Or are you out of wish power after that teleport?"

Before granting the wish she offers, "It would likely be safer to ask for a ring of fire resistance, an item that could confer fire immunity, or the spell protection from fire. I think there are some other spells that would work short term. Yes I have one more wish, or is it two? No I think it is two. If you stick with wishing to be immune to fire, there will likely be extreme drawbacks. Also the magic might just make you into a rock or chunk of fire resistant metal. You could also change your base race of human to Ifrit, Suli, or something else that is resistant to fire. I think an Azer could work too... hmmm."


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Davod smiles knowingly up at Lady Pharos. "But I am a suli, dear lady. But you knew that already. Just getting me back for that one time, eh? Could your wish alter my fire resistance to a fire immunity without too many drawbacks?"

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko looks around and says, "I am not resistent. But the real question is how hot does it get. If it gets too hot, we may need to fall back until we can come up with some better options to help everyone. But hopefully, we don't need to swim in lava."


Vital:
HP: 104/104, AC: 29_ T: 16_ FF: 22_ Perception +11, Sense Motive +11, Initiative: +8, Fort: +11 _ Ref: +11_ Will: +6, CMB: +19, CMD: 35, Speed: 20_Fly 40
Skills:
Acro+6_Bluf+13_Climb+13_Dip+4_Dis+13_EscA+6_Fly+14_Intimidate+15_K(Planes)+ 14_Ling+12_Ride+6_SM+11_Spell+14_Ste+12_Sur+1_Swim+5_UMD+16

She gives a knowing smile to Davod before responding to Kazko, "If there is to be any lava swimming, leave it to me. I wouldnt try it especially on our last wish for the day."


Vital:
FastH:12|HP: 211, AC: 37_ T: 31_ FF: 29_ Perception +8, Sense Motive +7, Initiative: +8, Fort: +23 _ Ref: +14_ Will: +19, CMB: +15, CMD: 33, Speed: 40
Skills:
Acrobatics +16, Bluff +12, Climb +16, Escape Artist +8, Handle Animal +16, Intim +18, K (dung/eng) +12, Ride +13, Survival +12, Stealth +8, Use magic device +18, Swim +15

He offers the obvious options before folllowing Sasha, "Follow or retreat to the waypoint, make your choice."


Vital:
HP: 151_ Wounds: 0, AC: 37_ T: 33_ FF: 14_ Perception +17, Sense Motive +17, Initiative: +7, Fort: +15 _ Ref: +12_ Will: +17, CMB: +10, CMD: 23, Speed: 40
Skills:
Acro+13_Ap+12_Bluf+20_Climb+12_Dip+30_EscA+12_Heal+18_Intimidate+20|K(Arc,H is,Nob,Planes,Rel)+15|Ling+12_Ride+12|Dance+21|Cook+21_SpellC+15_Ste+11_Sur +10_Swim+11_UMD+20

She offers her support and her own knowledge of her own mortality, "I still have plenty of healing, come along. If it gets too much I will have to retreat too."


The shadow mastiff struggles and whimpers, as Oolong takes it and carries it away.

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko fixes his pack to be more comfortable and says, "Let's do this then. Standing around here isn't going to help get this taken care of."


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

The suli looks up with longing for the efreeti. "You are right, Kazko. Let us go."


On the Salenax side of the bridge, a short path leads to a small gatehouse consisting of two towers extending out of the side of the volcano, between which looms a 25-foot-wide cave entrance. Smoke plumes from this entrance constantly, carried on blisteringly hot winds.

Yet the temperature within the Fireforge is blisteringly hot. The temperature here is severe heat, and creatures within must make a DC 15 (+1 for each previous roll) Fortitude save every 10 minutes or take 1d4 points of nonlethal damage—characters in heavy armor or clothing suffer a –4 penalty on this save. For more details on severe heat.

The tunnel winds through the depths of the volcano for a mile and a half (characters moving at speed 30 can traverse this length in about half an hour, and thus will likely need to make three saving throws against the heat before reaching area C1.

C1. The Baleful Gates
The tunnel ends in a pair of red-hot metal gates, embossed with the seal of Nex and a dwarven figure covering both door panels, with the dwarf’s left hand on an anvil and his right hand on a hammer. The doors are not locked, but they are tremendously hot.


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Davod holds his cloak of elvenkind before his eyes as he examines the burning door.
"It's not locked!" The suli spat over the oppressive heat. "I'll see if it's trapped!"
Perception + Trapfinding: 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 29

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

Kazko starts sweating profusely as they hike through the insanely hot area.

Fortitude DC 15: 1d20 + 18 ⇒ (5) + 18 = 23

Fortitude DC 16: 1d20 + 18 ⇒ (18) + 18 = 36

Fortitude DC 17: 1d20 + 18 ⇒ (17) + 18 = 35

So no 1's. At this rate, even with my good Fort, we may need to work quickly.


No traps! As Davod begins to pull on the door, the others join in and the extremely heavy door opens wide after you bulge some muscles.

C2. Arms and Armor
A single row of red-hot metal columns runs down the center of this curved hall. The plain stone walls are lined with dozens, perhaps hundreds, of weapon and armor racks. The majority of these racks are empty, but several along the south wall still hold a magnificent array of glittering arms and armor.

The doors to the south are red hot and heavy to open, as the door at C1.

---

C3. The Fireforge
The air in this yawning cavern roils with heat. A broad expanse of stone slopes gently to the south, pocked with dozens of steaming holes in the ground. At the far end, a bubbling pool of magma surrounds a stone precipice, both of which overlook the volcano’s smoking crater. Lava drains off in immense cascades, yet the level of magma in the lake remains constant. An immense iron-and-stone forge looms at the edge of the island in the middle of the lava lake.

Here, inside the Fireforge itself, the heat is extreme—breathing the air deals 2d6 points of damage per minute (no save), and creatures must make a DC 15 (+1 per previous check) Fortitude save every 5 minutes or take 1d6 points of nonlethal damage.

Additionally, the roar of the forge, lava cascades, and the constant rumble of the volcano itself impart a –10 penalty to all Perception checks made here.

K Nature DC 24 or Survival DC 20:
The central section
is solid, with small fumaroles as indicated on the map.
Anyone who enters a square with a fumarole has a 50%
chance to trigger a sudden blast of hot gas, inflicting fire damage.

To the left and right of the central area, the ground is
actually just a thin shell of rock over more magma.


dm notes:
4d6 points of fire damage (DC 21 Reflex halves).
A DC 20
a creature of Small or larger size that treds upon the rock
breaks through and must make a DC 17 Reflex save to
stagger back to solid ground. If solid ground is
not within 5 feet, or if the Reflex save is failed,
the creature plunges into the lava,
taking 20d6 points of fire damage per
round of immersion (see DMG 304 for
rules about lava).

After moving across half of the room you see a fire mephit come at you abruptly. He flutters down and demands to know your business, speaking in Ignan, he is brusque and unfriendly, "What do you want! My master is very busy. Don't think you are going to interrupt him!"


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Davod stands behind the others, his cloak in front of him, in a vain attempt to block some of the heat.

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

So do I owe you some more Fortitude checks already?

Nature: 1d20 + 11 ⇒ (14) + 11 = 25

Kazko eyes the whole area in front of them with concern.

Kazko stands dripping sweat from his face, neck, back, armpits, nethers, knees and toes. He looks at the mephit with frustration and says, "We have come up here seeking information from your master on how to escape this crazy plane. I am sure he would be willing to speak to us so that we can perhaps aid his own goals in return."

I am guessing at some point over the hike someone told Kazko what we were hoping to find out here. But since I am not sure, I will leave it for someone else to add in what we need to know or can offer.


Walking to the central section of the room... Reflex DC 21 from a '1' or take 4d6 points of fire damage
20d2 ⇒ (2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 2, 2, 2) = 27 Kazko

20d2 ⇒ (1, 2, 2, 1, 2, 2, 2, 2, 1, 2, 1, 1, 2, 2, 2, 2, 1, 2, 1, 2) = 33 Aukan

Alexandria collect Nima and Sasha then begins to fly over. Davod likely flies over her head.

The group is more than likely willing to share information about what they know but their knowledge is limited too.


Vital:
FastH:12|HP: 211, AC: 37_ T: 31_ FF: 29_ Perception +8, Sense Motive +7, Initiative: +8, Fort: +23 _ Ref: +14_ Will: +19, CMB: +15, CMD: 33, Speed: 40
Skills:
Acrobatics +16, Bluff +12, Climb +16, Escape Artist +8, Handle Animal +16, Intim +18, K (dung/eng) +12, Ride +13, Survival +12, Stealth +8, Use magic device +18, Swim +15

The three girls don't need to make the saves as their nominal resistance or immunity lets them bypass it. Aukan on the other hand does not.

Fortitude DC 15: 1d20 + 23 ⇒ (1) + 23 = 24 1d4 ⇒ 2 nonlethal that can't be healed until cooled down!
Yup don't roll a 1!: 6d20 ⇒ (6, 3, 8, 4, 14, 18) = 53

Just as sweaty as Kazko and after the first burst of steam he asks, "Why don't we just wait for them over here? Alexandria would you come back and get us?"

Reflex DC 21: 1d20 + 14 ⇒ (12) + 14 = 26
4d6 ⇒ (6, 3, 5, 4) = 18

His flesh quickly knits itself back together from the super heated steam as his blood quickly stops bleeding.


Vital:
HP: 104/104, AC: 29_ T: 16_ FF: 22_ Perception +11, Sense Motive +11, Initiative: +8, Fort: +11 _ Ref: +11_ Will: +6, CMB: +19, CMD: 35, Speed: 20_Fly 40
Skills:
Acro+6_Bluf+13_Climb+13_Dip+4_Dis+13_EscA+6_Fly+14_Intimidate+15_K(Planes)+ 14_Ling+12_Ride+6_SM+11_Spell+14_Ste+12_Sur+1_Swim+5_UMD+16

On the trip...
She would retell what has happened so far... "Where to start. We found the scroll of Kakiskan or something like that and after having a lead wizard interpret it, he was able to open it. We were all sucked into this plane. Demi-plane. Well we can't open our portable hole or mansion, so that is an effect. We dropped down into water. Fought a few hydras. Found the waypoints and learned there is a boat system, a magical boat system. Some of our fellows have fallen. Others are waiting for us to find a way out. We met with... oh no... I forgot her name..."


Vital:
HP: 91/91, AC: 44_ T: 34_ FF: 35_ Perception +8, Sense Motive +9, Initiative: +9, Fort: +12 _ Ref: +15_ Will: +19, CMB: +7, CMD: 24, Speed: 40
Skills:
Acro+17_Ap+15_Bluf+20_Climb+10_Dip+24_DD+17_Disg+20_EscA+15_Heal+5_Intimida te+20_K(Pla,Loc,Dun)+15_Ling+17_P Dance+20_Ride+10_SoH+17_Spell+17_Ste+17_Sur+12_Swim+10_UMD+20

On the trip...
She offered, "We also made it to the end of this place and fell! We found Braxston down there and the proteans. They are willing to help us get out of here if we can first... what were we suppose to do?"


Male
Skills:
Percep +11|Diplo +22|SM +14|Acro +12|Appraise +10|Bluff +13|Disable +16|Intim. +7|Sleight +17|Stealth +17
Sublime Suli|HP 113/113|Fast Healing 7|F: +8, R: +9, W: +5|Init + 3|AC 22 (14 T, 18 FF)|BAB +4 Unchained Rogue (Guild Agent)/6th|Sneak Attack +3d6 4/4

Davod stays back to let the more fire-resistant members of the party discuss matters.


Vital:
HP: 151_ Wounds: 0, AC: 37_ T: 33_ FF: 14_ Perception +17, Sense Motive +17, Initiative: +7, Fort: +15 _ Ref: +12_ Will: +17, CMB: +10, CMD: 23, Speed: 40
Skills:
Acro+13_Ap+12_Bluf+20_Climb+12_Dip+30_EscA+12_Heal+18_Intimidate+20|K(Arc,H is,Nob,Planes,Rel)+15|Ling+12_Ride+12|Dance+21|Cook+21_SpellC+15_Ste+11_Sur +10_Swim+11_UMD+20

"We met Dilix Mahad and her entourage."

Dark Archive

Attacks:
[dice=Bite+Rage-PA]d20+19-2[/dice][dice=Bite+Rage+PA Damage]d8+8+4[/dice][dice=Gore+Rage-PA]d20+19-2[/dice] [dice=Gore+Rage+PA Damage]d8+8+4[/dice][dice=Claw+Rage-PA]d20+19-2[/dice] [dice=Claw+Rage+PA Damage]d6+8+4[/dice]
Vitals:
HP 97/97 |AC 29, Touch 21, FF 29 | Perception +16 (LL, DV 90 ft, Scent) | Sense Motive +2 | Initiative +11 | Fort +18, Ref +15, Will +7 |CMB +10, CMD 30 | Speed: 70 Ft, Climb 20 ft | Regeneration 3 (Acid/Fire) |Rage: 11/14
Skills:
Acrobatics +19, Knowledge: Engineering +7, Knowledge: History +7, Knowledge: Nature +11, Knowledge: Nobility +7, Linguistics +11, Perception +16, Ride +19, Survival +9

So, I would not walk that far into the room if I need to make that many checks. After the first or second check I would fall back. Fire is a weak spot for me.

Reflex: 1d20 + 15 ⇒ (9) + 15 = 24

Reflex: 1d20 + 15 ⇒ (12) + 15 = 27

Kazko falls back to safety after feeling the ground begin to give way beneath him.


Kazko got the check and would stay away from the thin parts that might let him swim in lava.

Instead he moves forward. Finding that gusts of steam still assault them, Kazko and Aukan back off.

Davod...

Alexandria with Nima and Sasha in hand flies over the room. Slowly following the speedster Davod.

As Davod flies around behind the women, they come to interact with the mephit.


Vital:
HP: 91/91, AC: 44_ T: 34_ FF: 35_ Perception +8, Sense Motive +9, Initiative: +9, Fort: +12 _ Ref: +15_ Will: +19, CMB: +7, CMD: 24, Speed: 40
Skills:
Acro+17_Ap+15_Bluf+20_Climb+10_Dip+24_DD+17_Disg+20_EscA+15_Heal+5_Intimida te+20_K(Pla,Loc,Dun)+15_Ling+17_P Dance+20_Ride+10_SoH+17_Spell+17_Ste+17_Sur+12_Swim+10_UMD+20

She quickly speaks up, "We are here with new material for your master to work and hope that he can aid us. In return we hope to give him freedom!"

Diplomacy: 1d20 + 24 ⇒ (4) + 24 = 28


The mephit quickly changes his tune and guides the three to his Mater. He learns their names to introduce them.

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Greetings to all my soon to be close friends! I am looking for players who have played the first and/or second modules of the Legacy of Fire.

We have a few established players but are looking for some more aid:

We are looking for at least 2 applicants.

We currently have:
Grimoin Al'Thorrak, a Dwarven paladin of Abadar.

Varvara Ulyanova Vladimirovna, 'Vivi', a human oracle.

Main GMNPC: Aukan a Goliath fighter with a really big sword, axe, and keeps collecting weapons.

Character Creation:

Roll 5d6 seven times, drop the two lowest for each set, and then take the best 6 to create your base ability scores. You may move them to any ability of your choice.
Max health at first level. Roll onwards, if you roll a 1 reroll it once.

All Paizo material is acceptable. I may however require links from the Archives or the pfsrd if I'm not familiar with something and don't have the book.
Starting level of 5.

You will receive starting equipment of a masterwork set of armor (your choice), a masterwork mithral dagger, and one other masterwork weapon of your choice (must have proficiency with it, if you want it to be a special material it comes out of your following total gold). You will receive 6,500 gp with which to purchase magic items, enchantments, or any other gear you might need.

Any race is legal, but obviously the less common the race, the better your backstory is going to have to be. This will be a general rule of thumb, I will allow most anything so long as you're willing and skilled enough to make it flow well with the story. That said abberations, drow, and most monstrous races are going to be a long stretch but possible!

Two traits and one campaign trait. One drawback can be taken to gain another trait.

Alignment. Please be conscious of which you choose and why. Please no evil or you best give me a reallly good reason.

What I need from you:
• A complete character sheet,
• Short description,
• Short personality,
• Quirks and flaws,
• Background story,
• At least one 'plot hook' for me to use for a side quest involving your character
• At least one NPC or PC that is important to you and why.

Free story Feats, an extra Favored Class Bonus, an extra trait, a simple or complex magical item are possible depending on your creativity and helpfulness. There is a high chance to gain a normal feat once you accomplish something unique and of importance.

We will need at least one leader type. There is a high chance of having a rotating leadership system unless the group can decide on a leader and second. Lately it has fallen on Aukan

Daily posts are expected, Sunday thru Thursday, please post at least once during the weekend.

Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.

The group will level as a whole, instead of handing out XP.

Please provide your timezone: I am in Pacific Time Zone.

Posting rate:

Please provide your timezone: I am in Pacific Time Zone. I hope that we can come to a consensus of all being on about the same time to keep the game moving. For example it could be feom 7 pm to 8 pm. I would prefer 9 pm to 10 pm. Yes we will expect you to post at least once per day Monday to Thursday. Also expect to post about 5 to 10 times in our dedicated hour. I post a lot normally but sometimes I hit a slump or draw into my depression, I will do my best to keep you informed so the game can continue.

Game Synopsis:

You have had some time to recover from the events of
“Howl of the Carrion King,” and the town of Kelmarane
is now well on the road to recovery. A strange visitor
arrives in town—a traveling priest named Zayifid who
claims to be a prophet of Sarenrae. According to Zayifid’s
news, the gnoll tribes are gathering on the far slopes of
Pale Mountain, and the Carrion King is preparing to
attack Kelmarane and retake it with an army of gnolls.

The previous group made it to the House of the Beast one way or another. Cleared the dungeons of the monsters, demi humans, and gnolls. They killed the Carrion King and looted the tomb. Now back in Kelmarane they are gathering more support before deciding what to do next with the scroll of Kakishron. Likely they will be heading to Katapesh.

You could join them in Kelmarane or wait until they get to Katapesh.

Now you may be an adventurer looking for work. A mercenary that helped one of the supply caravans to get to Kelmarane. There are many options and I can't wait to see where you come from! Remember to maximize on your campaign trait!

Terrain: Mostly Desert, some mountains, and some dungeons.


Is it a little weird that no one has responded here at all?
It is to me ...
This IS the genie campaign - would be a pretty great spot for a half-Jann.

RPG Superstar 2012 Top 16

I might be interested. I've played a pbp that took us into the beginning of The Jackal's price about 10 years ago. Don't recall too many details, to be honest, but liked the basic campaign a lot.

I played a paladin in that campaign, but since you already have one of those, I'm open to other character concepts. Looks like the group could use either an arcane caster or a skill monkey, so I'll think about ideas for both.

Note that I’m in Denmark (GMT+1/CET), which makes lining up a shared hour for posting difficult. 9pm-10pm Pacific is 4am-5am my time.

Liberty's Edge

1 person marked this as a favorite.

I would love to get a chance to play this game. I had made a cleric some time ago, but we barely finished the first adventure. Was thinking of perhaps a rogue or sorcerer character...I will roll and see what kind of stats I can work with!!

Rolls:

5d6 ⇒ (2, 2, 1, 5, 3) = 13 = 10
5d6 ⇒ (3, 3, 5, 5, 3) = 19 = 13
5d6 ⇒ (1, 4, 6, 4, 1) = 16 = 14
5d6 ⇒ (3, 4, 4, 5, 5) = 21 = 14
5d6 ⇒ (5, 4, 2, 2, 2) = 15 = 11
5d6 ⇒ (4, 4, 4, 3, 2) = 17 = 12
5d6 ⇒ (3, 1, 5, 5, 2) = 16 = 13

I live in Northern Alberta, Canada (Mountain Daylight Time · UTC/GMT -7 hours)


Kendryl wrote:

Is it a little weird that no one has responded here at all?

It is to me ...
This IS the genie campaign - would be a pretty great spot for a half-Jann.

Right it is strange... though it feels like all my games have not received any posts recently...

Yes this IS the genie campaign. A half-Jann would be fun!

---
So we might not be able to do a dedicated hour with the present players but we will see!

I am hoping to get this game going sooner than later, so get those submissions in!


I've played the first two modules and love the setting, but am new to play-by-post on these boards. Would it be okay for me to apply? If so, do I just roll the dice here in this thread and then post my application here?


There you are.
I wish to present my character submission for LoF (Homebrew), Davod Mohidoon.

RPG Superstar 2012 Top 16

All right, let's roll some stats and see what I can cook up:

5d6 ⇒ (4, 4, 6, 3, 6) = 23 = 16
5d6 ⇒ (5, 4, 4, 6, 4) = 23 = 15
5d6 ⇒ (5, 6, 1, 3, 4) = 19 = 15
5d6 ⇒ (2, 6, 3, 5, 6) = 22 = 17
5d6 ⇒ (1, 2, 6, 5, 5) = 19 = 16
5d6 ⇒ (1, 4, 3, 6, 2) = 16 = 13
5d6 ⇒ (6, 5, 6, 4, 4) = 25 = 17

So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.


Jacob Trier wrote:
So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

The Dice Gods have blessed your character, son. Bless Their Holy Unknowable Names!!


Jacob Trier wrote:
So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

Wow, those are some amazing rolls! Perfect for a MAD PC.

@TheWaskally: Nice rogue application. But I think that the two trait bonuses for diplomacy won't stack?

---

I think I've figured things out now, so here are my rolls:

Rolls:
5d6 ⇒ (2, 2, 4, 1, 3) = 12 = 9
5d6 ⇒ (2, 6, 3, 2, 1) = 14 = 11
5d6 ⇒ (4, 4, 4, 6, 1) = 19 = 14
5d6 ⇒ (2, 6, 3, 3, 1) = 15 = 12
5d6 ⇒ (6, 5, 4, 1, 6) = 22 = 17
5d6 ⇒ (1, 5, 6, 3, 6) = 21 = 17
5d6 ⇒ (2, 2, 2, 1, 4) = 11=8

So 9, 11, 14, 12, 17, 17. Nice. I'll start working on a wizard.


Lepidopteran wrote:
@TheWaskally: Nice rogue application. But I think that the two trait bonuses for diplomacy won't stack?

You are correct. Affable is only applicable for gather information checks. While Practiced Impression in only in effect for NPCs for the first hour upon meeting. Davod only benefits from the Negotiator Suli racial trait on all Diplomacy and Sense Motive checks.


I was struck with a net idea for a psychic, I have the idea in my my head I just need to do the crunch now. Should be done shortly today, gonna roll for hp.

hp: 4d6 ⇒ (4, 5, 4, 2) = 15


I present Salim Myr, a psychic who has a bit of a memory problem and awoke under the stars with an expanded mind. He is trying to figure it out and looking for any leads.

Statblock:

CG (Humanoid) psychic (Esoteric Starseeker) 5

Init +5; Senses Perception +8

-------------------- 
Defense 
-------------------- 

AC 11, Touch 11, Flat-Footed 10 

HP 28 (6+4+5+4+2+5 con+2 FCB)

Fort +3; Ref +3; Will +5

-------------------- 
Offense 
-------------------- 

Speed 30 ft

Melee - mithral dagger +3/1d4/19-20x2

Spell: lvl 1/8,5/2
Phrenic pool; 9/9
Amps; undercast surge, overpowering Mind
Dark half 7/7 rounds

-------------------- 
Statistics 
-------------------- 

Str 11, Dex 12, Con 12, Int 20, Wis 10, Cha 14 

Base Atk +2; CMB +2; CMD 13 

Feats: Eldritch Heritage (arcane-Scorpion familiar), Expanded phrenic pool, Extra Amplification, Skill focus- Know arcana

Racial traits: skilled
Background traits: Reclaiming your roots-wand of Remove fear, Focused Mind, Dangerously curious

Skills: Bluff:+10, Know arcana:+14, know Dungeoneering:+11, know history:+13, know local:+9, know nature:+9, know planes:+9, know religion:+9, know linguistics:+13, sense motive;+8, UMD;+11

Languages: common + 9 others 


SQ: dark half 7 rounds, detect thoughts, morphia form, phrenic pool, written in the stars, arcane bond, Discipline-abomination

Constellation - Lantern Bearer
FCB- human Lvl 3-5
Spells known: 

0: dancing lights, detect magic, mage hand, message, stabilize, telekinetic projectile, ghost sound

1: charm person, heightened awareness, I’ll omen, mind thrust 1, liberating command, magic missile, telepathic projection, silent image
2: mirror image, oneiric horror, glitterdust

Combat Gear: headband of int +2 (sense motive), cloak of resistance +1

Other Gear: Potion of CLW, potion of invisibility, potion of mage armor x2, shard of psychic power-silent image


Description:

-Short description: a thin bronze skinned man of 30 with dark black hair with sides shaved and the rest braided down to the back of his next. He wears well made clothes that are made for durability and function yet are distinct enough to show higher station. A headband with a strange runic language lines his brow keeping the sun out of his eyes, and a flowing cloak keeps the sun off him. On the upper ridges every now and then a small scorpion barely visible makes its way in the folds keeping out of the sun.
-personality: He keeps a rather friendly personality but he is somewhat awkward at times seemingly not as experienced with people. However his personal charm and intelligence help to make up for it. However rarely when under stress in battle something changes in him; he becomes darker and more malevolent. His rather cheerful and friendly demeanor is replaced by a more sadistic personality. He is somewhat forgetful, and seems to be missing memory he believes. He takes solace in the stars above trying to discern himself like he can discern the stars.
-Quirks and flaws: The main quirk of Salim is that he has a almost split personality. The result of prolonged domination. The entity bled over and has created a splinter of its personality In him. He does not understand why some of the malevolent urges happen, and is able to control them but under stress he sometimes channels them into his magic. Sometimes it comes out in his everyday demeanor and he sometimes feels like these intrusive thoughts are his real personality.
- Backstory: Salim Myr was born to a somewhat well off family in Katapesh, his father a learned man of magic, he worked for years making enchanted items for the pactmasters. After working as a merchant to earn enough to begin tutelage under a rather well known sorcerer with the city. It was here that his memory began to blur and things become strange. He remembers learning and studying, doing small tasks helping him various jobs for what seemed like several years. But he later learned that this can’t be true, when he woke up one day in the desert, he awoke his head bloody and his head pounding, confused on why he was there. As he made his way back to the city he began to notice differences than what he remembered. Stores where new people he knew were much older, and things didn’t line up. Going back to his father’s home he found the place boarded up and empty. A note left by his father that was faded and dusty told a sad story of destitution and loss. The sorceror had slowly stolen business from him, and his father unable to keep up slowly sold everything. Trying to speak with his son however led to silence and disdain for his failure as a merchant. Eventually unable to find a way out he accepted failure and death lamenting the loss of his son. He hoped for peace and left him some items as he awaited seeing his wife in the afterlife.

Now with no family he has worked to figure out what happened to him. He works with an old friend he had that worked to supply components for enchantment. This as well as the strange powers has given him a chance at finding the sorceror, Saeed Tahar.

-plot Hook: What things did he do do while under domination? How long was he under the spell for? What happened to Saeed Tahar, the sorcerer? The malevolent aberrant entity that dominated him, what was it, and how much did it control?

- important NPC: Bastam, an older merchant who has made his money selling components. Of the friends he remembers he’s one of the few that is still around. He knew him for many years and is one of the few links to the lost time. He has seen strange things in the city and has learned to be impartial but holds a soft spot for Salim.


I am so glad I rebooted this thread!


HP: 4d6 ⇒ (1, 3, 6, 3) = 13

reroll 1: 1d6 ⇒ 5

Here is Jacob Trier's submission for consideration: Azaris al Zakam, temperamental ifrit fire-based sorcerer with the efreeti bloodline. Combines the role of a straight-up blasting arcane caster with some battlefield control and buff spells and social/knowledge skills.

Complete character sheet in profile. (Copied straight from HeroLab for now. I'll reformat for GM Wolf's preferred style if selected).

Physical description:

Azaris' efreeti ancestry is clearly visible in his appearance. Standing just over 6 ft tall, he moves with the grace of a flickering flame and has skin the color of dark polished brass. Red and orange hair flows freely down to his shoulders, covering a pair of slender horns that curl along his brow. His eyes are bright yellow and smolder like embers, easily fascinating most who stare into them.

He wears open sandals, loose white baggy pants and an crimson vest which shows off his sculpted muscles rippling beneath his clothing.

Personality:

Azaris is temperamental, energetic and often restless. His personality is shaped both by his genie-kin ancestry and his lifelong enslavement. Accustomed to being used a tool or plaything by others, he rarely trusts others. He has no illusions about justice and selflessness, having witnessed countless acts of cruelty, betrayal and debauchery motivated by hedonism, hunger for power or simple carelessness.

His years of servitude has taught him to keep his hot-tempered nature in tight reins. He knows that cooperation and diplomacy are necessary to achieve common goals and that open defiance and spite usually triggers reactions of pain, punishment and hostility. So, while his natural empathy may be modest, he has a high social intelligence and knows how to use his natural charm and charisma to his advantage.

Quirks and flaws:

While Azaris has great experience keeping his temper and natural impatience in check, he sometimes fails. Like the fire that is part of his bloodline, he is fascinating and magnetic company, but those who get too close to him tend to get burned, both literally and emotionally. He is also prone to rash decisions, especially when he unleashes his magic.

Background story:

Azaris has been a slave for as long as he could remember, which is over 70 years at this point. Never knowing his true family, he has been bought and sold more times than he can recall, and used for both pleasure, entertainment and violence. Even as a child, his genie-kin nature made him a valuable and attractive servant, especially after his sorcery manifested in puberty, but his impulsive and head-strong nature frequently made his owners tire of him before long.

The rulers of Katapesh were the latest in his long series of owners. After the liberation of Kelmarane, he was part of a mercenary mission dispatched by the Pactmasters' representatives to assist Almah in securing the caravan route to Kelmarane. While other heroes ventured to the House of the Beast to confront the Carrion King, Azaris and his band fought both gnolls and human raiders in the Uwaga Highlands and the passes of the Brazen Peaks.

Their mission came to an end when the group ambushed the hideout of a raider pack. It soon became clear that they had underestimated the strength of their enemies and one by one, Azaris allies were slain. In an enraged act of defiance, Azaris unleashed every last bit of his fire-magic, burning enemy after enemy with wild abandon until he stood bleeding among a pile of charred remains.

At that moment, an enormous efreet appeared before him, addressed him by name and congratulated him on his accomplishment. The genie claimed to be kin to Azaris, and that he had proven himself worthy to join his brethren in the City of Brass. The efreet promised Azaris that he would have his heart's desire granted, if he would agree to become an agent in the service of the Dominion of Flame.

Having never truly belonged to a clan or family before, Azaris was truly tempted. However, he knew that efreet were devious and that their promises could not be trusted. In all likelihood, he would be exchanging one enslavement for another, and his wish would be twisted and corrupted. No, he would be master of own fate for once. Prepared to die for the insult, he held his head high and refused.

Rather than strike him down, the efreet seemed amused by this act of defiance. It told Azaris that powerful magic was at work in the Brazen Peaks, and there were rumors of ancient secrets uncovered around the ruins of Kelamrane - secrets of great interest to the factions inhabiting the plane of fire.

Should he come across such secrets, he would soon have another chance to accept and join his genie kin. With that, the efreet departed as suddenly as it had appeared, leaving Azaris to make his way back to Kelmarane, bewildered and intrigued.

After reporting to Garavel and Almah (leaving out the details of his efreeti encounter), Azaris was surprised to be commended for his resourcefulness and granted his freedom as reward for vanquishing the raiders. Now, for the first time in his life, he is free to plot his own course. While pondering his new options, news travelled through Kelmarane that the group of heroes who had gone to confront the Carrion King had suddenly returned.

Plot hooks:

Otherworldly influences: Azaris has no idea whether his efreeti encounter was the result of a long-term plan or merely a random coincidence, but it is clear that he has attracted the attention of the fire genies. He is determined to explore this opportunity, but equally determined to do so on his own terms.

Old scores: During his time as a slave in Katapesh, Azaris' rash nature has earned him a fair share of enemies. Whether it's the spouses of seduced lovers, cruel slave masters or challengers sent packing to nurse painful burns, there will be several who would welcome the chance to get even.

Important NPCs:

The mysterious efreet: Azaris knows little about the efreet he encountered, but it was obvious that the efreet had observed him at least long enough to learn his name.

Canvolloss Cian: While serving as a slave in Zandrek's Pesh Palace, Azaris became acquainted with this elven scholar and cleric of Nethys. Canvolloss almost lost life and limb due to an unfortunate addiction to pesh, but Azaris formed a rare connection with the elf and managed to intervene when Canvolloss got tangled up with the wrong crowd.

Vass Griah: On several occasions, this brutal half-ogre slavemaster has been responsible for disciplining Azaris. Despite his best efforts, Vass never succeeded in breaking the willful ifrit, and he would relish another attempt.


@GM Wolf: I was wondering how the Pesh Addict trait works since we're not starting at Level 1? Would I start with half of the 6500 gp for spending money, or would there be no effect, or something else?

Also, just checking: are background skills in use?


Lepidopteran wrote:

@GM Wolf: I was wondering how the Pesh Addict trait works since we're not starting at Level 1? Would I start with half of the 6500 gp for spending money, or would there be no effect, or something else?

Also, just checking: are background skills in use?

Excellent question, I would say that you would lose 500 gp, as the additiction may have taken some time to kick or you may still be using. So you will have 6,000 gp to use on equipment.

---

Awesome, we have some great submissions. It will take me a few days to go through them all. I plan to post tomorrow night to get gameplay moving! Its all about the roleplay and how you incorporate yourself into the party/group/town...


Thanks. My character sheet is here. It's effectively done, though I need to adjust my purchases to account for the 500 gp loss, and I may tweak some of it to synergize with the rest of the party. If accepted, I will add it to my profile in whatever format the GM wants.

hit points: 4d6 ⇒ (2, 6, 2, 2) = 12

The rest of the required info is below.

Tiesa, half-orc wizard:
Description: Six-feet high, with the dense build of an orc but the wiry frame of an addict. Wears a plain brown kaftan and turban that blends with the crowd. Cloudy hazel eyes; heavy pointed brow; blunt protruding tusks; greasy black hair; red sunburned face. Speaks in a husky, colloquial voice peppered with contractions and slang. Smells of ink, cinnamon, and cloves.

Personality: Confident and self-aware of her status as a half-orc, Tiesa often plays down her intellect, either by adopting the guise of a dumb brute, or using self-deprecating to words to put others off guard. She doesn’t need to prove she’s the smartest person in the room—not if she already knows it—and is content to calculate behind the scenes. Her demeanor is that of a nobody—a determined, quietly playful nobody.

Nonetheless, she still longs for respect and acceptance, even if she doesn’t realize it—she’s as good at deceiving herself as others. Most of all, she wants to make Haleen proud of her.

She doesn’t love magic per se, but rather the challenge and intellectual stimulation it provides. Her true passion is for stories—she’s created a thousand and one imagined tales about her parents, about why Haleen vanished, and about how Aroden died. She’s interested in the stories of beggars and nations alike, and has no qualms about inventing better alternatives if the truth is dull. When faced with a choice, she’ll choose the option that makes a better story.

Quirks and Flaws: Well, there’s pesh of course. But if she doesn’t think it’s a problem, then it’s not a problem, right?
Also, rules are for other people.

Background: Tiesa has no memory of her parents. Haleen might, but she refuses to say. Nor will she say why she has raised Tiesa since her earliest memory, even though they are obviously unrelated.

Tiesa owes everything to her. Haleen is the one who showed her simple kindness and respect; fostered a positive outlook and faith in her abilities, even in the face of prejudice and discrimination; and scrimped and saved for the tuition to enroll her in the Arcane Academy at a young age.

There Tiesa excelled, even after a classmate introduced her to pesh. As a functioning addict with a clever tongue, she fooled everyone—including herself—with continued success. Then right after graduation, as if trusting that the wizard could now take care of herself, Haleen vanished, leaving only a mysterious note. Tiesa dropped everything and vowed to find her friend.

Plot Hooks: Tiesa wants to find Haleen. She also wants to learn who her parents are. Any intriguing tale (like that of the Templars and the War of Wishes) will draw her in.

Important NPC/PC: Haleen—for obvious reasons. Grimoin Al’Thorrak—because he saved her from buying false pesh at the Nightstalls. She was also impressed by how fairly he treated her. Galib ibn Khaliz is a rival from the Academy who now works at the College of Dimensional Studies. A hard-working but dull and officious student (Tiesa considers him a meddlesome rule stickler), he tried to get her kicked out of school for scamming money for pesh.


All submissions are tentatively approved! Tweaks to be coming along when I get some time to read through character sheets.

Please report to gameplay!


Module 4 of Legacy of Fire, anyone interested?


Always interested, are all of the present players still in? Do you need anything in particular?

edit: At quick glance it looks like you could use a full BAB, would the party prefer someone a little tanky they can stand behind, or someone more mobile that may do more damage? Or do we need a switch hitter?


Well it looks like we are down to 2.5 players. Our oracle moves into melee alot. Djyn flies around. Davod looks for a good flank.

Then you throw in the NPCs:
Nima is the cleric.
Grim is a Dwarven paladin of Abador but has been absent for like a month.
Aukan is a Goliath Fighter
Alexandria is an outsider of some type.


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Ok, Varvara human oracle moves into melee alot. Djyn Half-Janni Versatile Human Kineticist/Witch flies around. Davod suli rogue, looks for a good flank. It sounds the Main GMNPC: Aukan a Goliath fighter with a really big sword, axe, and keeps collecting weapons. has the front line covered, so a switch hitter may be exactly what you need.

So are they still 5th lvl?

I've played Ala’Ihys the Archer as both a paladin and an inquisitor, it would be easy for him to be in Katapesh. I think having more spells would be beneficial so I'll start working on an Inquisitor build. Is his backstory good enough to be Aasimar?

stat: 5d6 - 4 - 4 ⇒ (4, 4, 6, 5, 4) - 4 - 4 = 15
stat: 5d6 - 1 - 2 ⇒ (4, 1, 6, 2, 5) - 1 - 2 = 15
stat: 5d6 - 1 - 2 ⇒ (4, 4, 1, 5, 2) - 1 - 2 = 13
stat: 5d6 - 1 - 2 ⇒ (3, 5, 2, 1, 4) - 1 - 2 = 12
stat: 5d6 - 2 - 3 ⇒ (3, 2, 3, 3, 5) - 2 - 3 = 11
stat: 5d6 - 1 - 1 ⇒ (3, 5, 1, 5, 1) - 1 - 1 = 13
stat: 5d6 - 1 - 2 ⇒ (6, 2, 1, 2, 5) - 1 - 2 = 13
all things considered those are terrible rolls.


We are actually in Kakishron, got sucked in... perhaps we see you soon?! Or once they finish hunting the golden ram fins you on the pier.?


Awesome backstory! Sure you may be an aasimar.

Yes still 5th level.


I remembered I kept Ala'Ihys human for the extra feat. Archery builds are just feat intensive, won't be able to add 'dervish' until maybe 7th or 9th.

For rolling the way we did, those stats are terrible, at least for an archer build. Any chance you'd let me build him with a 25 point buy? that's what the numbers add up to.


Sure

Silver Crusade

Hey GM Wolf, this is RH's Inquisitor Ala'Ihs. How soon are you looking at introducing a new character? I still need to finish his spell list and his gear, but I probably won't be able to get that done until Monday. We're spending the next few days getting ready for my daughters 40th birthday party.


ASAP! If you wanted you could jump in and begin interacting with the group. No worries when you get it done and focus on the party!

Grand Lodge

GM Wolf, this is the character that Brightberry would like to propose for this adventure. Brightberry had sent you a PM.

He is a recently retired PFS character (I am no longer playing PFS for 1st addition) I'm willing to rework him in any way needed for the campaign.

Silver Crusade

Hey brightberry Bahram, welcome aboard! We have a ranged inquisitor and a rogue posting regularly. The question is what do you feel like playing?

Grand Lodge

Ranged and rogue. This guy is a semi Frontline archaeologist. He swings a big axe and uses a mirror image ability to off tank.

Grand Lodge

stat: 5d6 ⇒ (2, 1, 3, 3, 4) = 13
stat: 5d6 ⇒ (4, 1, 4, 4, 6) = 19 14
stat: 5d6 ⇒ (3, 5, 2, 3, 2) = 15 11
stat: 5d6 ⇒ (6, 5, 2, 3, 6) = 22 17
stat: 5d6 ⇒ (3, 5, 1, 5, 6) = 20 16
stat: 5d6 ⇒ (3, 1, 3, 2, 5) = 14 11
stat: 5d6 ⇒ (2, 1, 2, 4, 3) = 12 9

not great.

Hp: 1d8 ⇒ 5
Hp: 1d8 ⇒ 5
Hp: 1d8 ⇒ 8
Hp: 1d8 ⇒ 6
better

Rolls to reconfigure my original stats. I'll add race and level bonuses. Gold will be all that's left to buy/rebuy my stuff. Going off of the top of the discussion, or will more be added for the level game? Should I be 5th or sixth level?


You may reroll the 9 or take it as a curse you can remove making the ability score a 15 once removed...

Meanwhile Ala'Ihys would you please get at least a vital line.

Grand Lodge

I like the curse idea, but I'll have enough going on trying to catch up with the game.

stat reroll: 5d6 ⇒ (6, 6, 1, 5, 3) = 21 17

I'll rework him up tomorrow. I'm excited about joining!

1. Should I keep him 5th or jump to 6th?

2. Go with starting equipment and hooks listed, or something else!


Jump to 6th.

Let's make that Greataxe +2 and give you duplicates of your scrolls, last you get an Augment stone for your axe. They do lots of things but they are as effective as the bane quality, Lesser energy crystals give you +1d6 extra damage of the element.

Hooks sound great!

Now how do you want to come in?

Grand Lodge

6th lvl: 1d8 ⇒ 4

Woo! They're in a tight spot.

Bahram retired from the pfs, as he couldn't stand all of the items he found getting passed on to them. Returning home, he began to work with his mother again. They opened their own archaeological Enterprise. Just the two of them, made possible by Bahram's success in the Pathfinders society.

They picked Nex as the figurehead of their research for ancient relics. There was an item/book/ritual that they had discovered was still lost, once belonging to Nex.

It sounds as if I couldn't purposely enter this demi plane without that scroll. So, perhaps I stumbled upon a trap or forgotten ancient gateway that shunted me into that demi plane?


Ignore me, I just like rolling dice.

5d6 - 2 - 4 ⇒ (5, 4, 6, 2, 6) - 2 - 4 = 17
5d6 - 3 - 4 ⇒ (4, 5, 3, 5, 4) - 3 - 4 = 14
5d6 - 1 - 3 ⇒ (1, 3, 6, 5, 3) - 1 - 3 = 14
5d6 - 1 - 2 ⇒ (2, 5, 1, 2, 6) - 1 - 2 = 13
5d6 - 3 - 3 ⇒ (3, 4, 3, 5, 5) - 3 - 3 = 14
5d6 - 1 - 1 ⇒ (3, 5, 1, 1, 4) - 1 - 1 = 12
5d6 - 1 - 3 ⇒ (4, 6, 5, 3, 1) - 1 - 3 = 15


Looking again for Legacy of Fire players. We are in module 4: The End of Eternity.

Please check in if you are interested so we can have a discussion on where to go with the campaign. Right now we are looking at super wish laden NPCs and PCs. So Ultra high levels of magic items and wishes.


Looking for players Legacy of Fire, Ultra high magic, Pathfinder 1.


dot


rolling dice, check if I got a heart attack victim

5d6 - 1 - 3 ⇒ (4, 1, 5, 3, 4) - 1 - 3 = 13
5d6 - 1 - 2 ⇒ (4, 6, 2, 3, 1) - 1 - 2 = 13
5d6 - 1 - 2 ⇒ (1, 3, 3, 2, 3) - 1 - 2 = 9
5d6 - 1 - 2 ⇒ (4, 5, 1, 2, 4) - 1 - 2 = 13
5d6 - 1 - 1 ⇒ (2, 6, 6, 1, 1) - 1 - 1 = 14
5d6 - 1 - 4 ⇒ (5, 6, 6, 4, 1) - 1 - 4 = 17
5d6 - 4 - 4 ⇒ (6, 5, 5, 4, 4) - 4 - 4 = 16


About how many active players....?


Me. And a bunch of NPCs. The last character died (left) the campaign, only to be looted by the party thief, me. But my thief will not rob members of the party, apparently until they die. Then it's snatch'n'grab time!!!


That ain't a good sign (only one player left).......

also not a much liked AP.....

But I'm a PF 1e only player, so gotta take what you can find now....

Would of loved it, if this was a Batman / Charlies Angels version of CotCT, where each character needs a class that gives dual-identity (I think only a 3 exist) in a gestalt game.


I've been on the paizo forums for a many years. I'm a PF1e only player as well. But GM Wolf campaigns are so imaginative, fun, and surprising innovative! As a GM, I can't recommend him more. I've been fortunate that we've become friends, as well as fellow gamers.

Give the campaign a try!!!


I was in a KM game of his....

It was a shame it died....


Dot

Liberty's Edge

5d6 - 1 - 1 ⇒ (3, 5, 3, 1, 1) - 1 - 1 = 11
5d6 - 2 - 2 ⇒ (4, 2, 4, 2, 3) - 2 - 2 = 11
5d6 - 1 - 3 ⇒ (1, 6, 3, 3, 5) - 1 - 3 = 14
5d6 - 2 - 3 ⇒ (3, 2, 4, 4, 5) - 2 - 3 = 13
5d6 - 1 - 1 ⇒ (6, 1, 4, 4, 1) - 1 - 1 = 14
5d6 - 1 - 3 ⇒ (3, 3, 1, 3, 3) - 1 - 3 = 9
5d6 - 1 - 1 ⇒ (6, 2, 1, 1, 4) - 1 - 1 = 12


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5d6 ⇒ (6, 4, 5, 5, 5) = 25 16
5d6 ⇒ (1, 5, 6, 6, 3) = 21 17
5d6 ⇒ (5, 4, 3, 6, 1) = 19 15
5d6 ⇒ (6, 6, 6, 6, 6) = 30 18 whoa
5d6 ⇒ (1, 2, 6, 6, 2) = 17 14
5d6 ⇒ (4, 5, 5, 5, 5) = 24 15
5d6 ⇒ (4, 6, 5, 2, 4) = 21 15

18,17,16,15,15,15,14

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