Pathfinder 1E Sword of Valor, Wrath of the Righteous AP Part 2 with your hosts Scotley and MLeibrock


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The flames lash out at Thorn and Isolde as the heavy wooden door is opened. Thorn deftly avoids the flames, though the wave of heat seems to affect her slightly. Isolde is not so lucky and her clothes quickly catch fire. The group is surprised to see a party member on fire and this draws the attention away from what may be in the room.

Actions for all this round?

[sblock=OOC]Isolde - please make a DC 15 reflex save for your flammable gear (trail rations, waterskin, backpack, scrolls). You are supposed to make a save for each. So either do this or make one save for all - your choice.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.


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Isolde quickly drops to the ground and rolls around extinguishing her burning clothes.

Beyond the doors, you see this semicircular room has been outfitted with numerous demonic decorations. The green glass lanterns hanging on the walls give
the room an eerie glow. A brazen minotaur head hangs from one wall above an altar covered by a long linen reaching the ground and with wavy-bladed knives and curved bulls' horns on it's surface, while star-shaped symbols in red decorate other walls. A large wooden chest sits near the west wall. Meliara is off to right face down on the floor, unmoving.


[sblock=OOC]Let's all roll initiative. Though it doesn't seem like we are still in combat, it will be easier to keep track of what is going on in a time-sensitive fashion. That was Isolde's turn this round and you are now prone. All others can act [/sblock]
 
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Sir Sheldon tries to move forward to hep putout the burning fellow disbanner of evil, but is too slow to do so. He advances to the room to see if Lia is still alive and checks for a pulse.

forgot my initiative . . . . . 1d20+1=16
 
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Trusting Meliara to those better qualified to help her, Thorn unspools her wickedly spiked chain from her bracer and circles around widely from the others in the party; ready to rush in when Faxon reveals himself.

Init! [roll0]

(Moving to the left, to try to get around behind hiding places...is there anywhere for Thorn to hide? Or can I ready a charge action? Argh, must check SRD...I've been playing so much 4e, I've forgotten the Pathfinder rules on that sort of thing. :))
 
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