DM Dan E’s Legacy of Fire (Inactive)

Game Master Dan E

Recruited to reclaim the town of Kelmarane from a tribe of gnolls, six adventurers find themselves caught up in a series of events that may change the face of Katapesh: the Legacy of Fire.


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Human Cleric 7 | hp 36/51 | channel 6/7

If i have time i'll bestow a Bull's Strength (scroll version) on both Grall and Sajan


I'll take "if I have time" to mean provided you aren't interrupted. Up to you as to whether you take the time, its a pretty dynamic situation if it isn't clear.


Human Cleric 7 | hp 36/51 | channel 6/7

that is acceptable :)


Effects

Bless (exp R35)
Haste (exp R4)
Blur (Grall exp R15)
Gravity Bow (Zeladiel exp R6)
Enlarge Person (Sajan exp R47, Grall exp R48)
Bull's Strength (Nuveril exp R27, Grall exp R28, Sajan, R29)
Shield of Faith (Khalid exp R48)
Weapon of Awe (Khalid exp R49)
Prot from Evil (Linah exp R46)

OK I have had to make a call on some of the periods but this is what I have. I'll go with Zeladiel's express wishes with the haste. He has scrolls to renew, he preserves his first round action and makes sure he gets everyone and Nuveril. I won't track round by round except for the haste and gravity bow given the balance will last you into the twenties and beyond.


Human Cleric 7 | hp 36/51 | channel 6/7

Switch places between Nuveril's and Sajan's Bull's Strength, so Nuveril has the one that lasts 29 rounds.


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

Is Nuveril under the effects of the bless? I noticed some people using the bonus in the last fight but couldn't find where it was cast; I thought maybe it was a Sarenrae-worshipper thing.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Lead on Sajan...Grall follow next after him now that we are using the light. At least he has an armor class...


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Sure, lets go.


Human Cleric 7 | hp 36/51 | channel 6/7
Nuveril wrote:
Is Nuveril under the effects of the bless? I noticed some people using the bonus in the last fight but couldn't find where it was cast; I thought maybe it was a Sarenrae-worshipper thing.

She should be. Linah cast it earlier during the battle. So unless she's got a reason not to she's more than welcomed on Team Sunlady.


Effects

Bless (All exp R35)
Haste (All exp R4)
Blur (Grall exp R15)
Gravity Bow (Zeladiel exp R6)
Enlarge Person (Sajan exp R47, Grall exp R48)
Bull's Strength (Sajan exp R27, Grall exp R28, Nuveril exp R29)
Shield of Faith (Khalid exp R48)
Weapon of Awe (Khalid exp R49)
Prot from Evil (Linah exp R46)

Bless was cast as prep before the last fight and I've had it as effecting everyone.

My map is up and ready to go, just need to do my description, initiative and we'll get round 1 off. This one is going to take a while. To whet your appetite I've settled on the battle name but discarded options were "Gnollkillers" and "Buckets o Gnolls".

For the bullseye lantern I'd generally ask you where relevant to specify facing after you finish movement. Not going to get too stressed for PBP, feel free to designate specifically at the end of any impulse if you want to ensure your lighting a section, otherwise I'll assume what seems most optimal at the time. Not complete darkness this time as above.


Suggest taking some time to read the description in conjunction with the map.

Taking precious seconds to put your magical enhancements in place, you rush the steps, a giant Sajan taking the lead, hoping to sweep aside the defenders before they can fully mobilise.

The stone staircase curves along the southern end of a great chamber below, some 40' from the top of the steps where you stand to the floor.

It looks like some kind of temple, although if anything to the Gods of gluttony, excess and foulness. A disgusting plaster of clay, dung and blood smears the walls, stamped with repeated patterns of paw-prints, crude symbols of Rovagug and skulls.

Several fire pits have been dug into the ground, between them lie piles of discarded bone. These shed enough light to partly illuminate the chamber, although it looks like the gnolls have tried to damp these as best they could in the time available.

A row of thick stone columns divides the closer part of the room from an equally large adjacent chamber, partly revealed by the moving beam of Sajan's lantern.

Here an enormous but shallow looking pit filled with broken, rotting carcasses dominates the area, leaving a ten-foot-wide walkway to the east and west.

The bodies in the pit, animal, human, from this distance it is difficult to tell, turn the pit into a roughly bowl-shaped depression, heaped 10' feet high in the middle and nearly even with the floor along the edge.

To the south of the pit, the ledge widens into a balcony overlooking it, another fire gives off a weak light. To the north the light from the lantern reveals that the room curves inward around a concave ledge supporting a tremendous and gory seat made of shattered bodies, stitched together with rope and bent metal to form a throne of bones and maggot-writhing carrion.

Several pairs of double doors run up the western side of the combined chamber.

The air rising up from the pit is thick and hot, clotted with a repugnant charnel stench so disgusting that for a moment it is all you can do to keep from dropping to your knees and emptying your stomaches of everything you've ever eaten.

Gnoll defenders are arrayed below. They look like they've had the time to put together a basic defense if not much more than that. Several non-combatants (or so it seems), females or just warriors leaving to fetch armour and weapons are streaming out of the room and away from the fight (through the closer set of double doors).

A dozen of what look like regular warriors in the customary black studded leather armour are formed in a rough line. Three block the bottom of the steps with long spears, scimitars thrust through their belts. Four, close to the higher parts of the steps, grip heavy shields and hold several barbed javelins (each wearing s scimitar as well). The other five, spread across the room, hold scimitars and shields. Two hold sacks as well.

The archer from your previous encounter, still mounted on its hyenadon, has an arrow nocked and ready to loose. It seems to have procured from somewhere some healing for their respective wounds.

Perhaps the source is one of the two, muscular splint mail wearing figures toward the back of the room. You are familiar with the multi-coloured robes and demon shaped masks of priests of Rovagug by now. Each hefts a great axe with a wand resting prominently in their belts.

The last enemy draws your eye, a great male an inch or so taller than Grall (normally) with a red-tinged hide. A long scar down the right side of its face partly mars a set of comely (well for a gnoll) features. The warrior grips a wickedly barbed bardiche easily in both hands, two scimitars thrust through its belt, and wears a finely crafted breastplate.

Except for their captain, the gnolls growl and yell at the sight of you. A great call of anger and hate. They do not fear you, not in this place, the heart of their power. And they seem confident their mighty King is close....

MAP.

Key-Yellow-Long spears, Magenta-Javelins, Red-Priests, Black-Captain. The gnolls carrying the sacks are AH,33 and AE,43. The white bordered gnolls are moving west out of the room.

As marked I have Nuveril just on the steps. You can consider that the dividing point for LOS. I haven't yet marked light radii given your in three dimensions.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

This battle is going to take some time... :)
Dan do you want us to roll INIT or are you working on the battle setup?


I have it, losing multiple posts to some forum issue.


All the King's Gnolls

Round 1

Initiative

Grall 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
Nuveril 1d20 + 3 ⇒ (3) + 3 = 6
Linah 1d20 + 1 ⇒ (2) + 1 = 3
Khalid 1d20 + 5 ⇒ (6) + 5 = 11
Sajan 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Zeladiel 1d20 + 5 ⇒ (13) + 5 = 18
Carrion Guard Archer 1d20 + 3 ⇒ (11) + 3 = 14
Hyenadon 1d20 + 2 ⇒ (18) + 2 = 20
Carrion Warriors 1d20 + 1 ⇒ (1) + 1 = 2
Carrion Initiate 1d20 ⇒ 12
Carrion Priest 1d20 + 1 ⇒ (9) + 1 = 10
Carrion Captain 1d20 + 2 ⇒ (12) + 2 = 14

Ordered Initiative

Hyenadon 20
Zeladiel 18
Carrion Guard Archer 14a
Carrion Captain 14b
Carrion Initiate 12
Khalid 11
Carrion Priest 10
Sajan 8
Grall 7
Nuveril 6
Linah 3
Carrion Warriors 2

Effects

Bless (All)
Haste (All exp R4)
Blur (Grall)
Gravity Bow (Zeladiel exp R6)
Enlarge Person (Sajan, Grall)
Bull's Strength (Nuveril, Sajan, Grall)
Shield of Faith (Khalid)
Weapon of Awe (Khalid)
Prot from Evil (Linah can assume everything but hyenadon is evil)

Notes

- There's a low rail on the staircase but its not enough to provide cover. Large creatures will squeeze on the steps.
- The room has dim light (20% miss conditions) through to about 20' high and the near part of the pit and darkness beyond. A light spell generates 20' of normal light. A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone.
- A rider on a mount larger than its target gains higher ground bonus, a rider counts as being in each square of its mount.

Can people keep their current hp, AC in their posts or nameline please.

DM only:

CLW a1d8 + 1 ⇒ (6) + 1 = 7
CLW a1d8 + 1 ⇒ (6) + 1 = 7
CLW h1d8 + 1 ⇒ (5) + 1 = 6
CLW h1d8 + 1 ⇒ (3) + 1 = 4
poison flub? 1d20 ⇒ 18
1d20 ⇒ 13
1d20 ⇒ 19
1d20 ⇒ 7


The hyenadon growls, ready for action but restrained by its rider. Delay to match initiative.

Zeladiel is up. I will give him a small window to see if he is online before taking his turn.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9
DM Dan E wrote:
I have it, losing multiple posts to some forum issue.

LINK FOR DM

DM, my baseline stats are in every post, you just need to remember/apply the effects of Enlarge, Haste, Mage Armour and Bulls Strength to them. If its necessary I will edit those effects into my profile parentheses for the duration of the combat though.

Edit: Yeah ok i'm being awkward. My parentheses now includes all active effects that modify AC, CMD etc.- current statuses are in brackets.


Thanks I've meant to stick that on the firefox I use on the home PC. Bit more limited on what I can do posting from work. Ctrl-A, Ctrl-C usually gets me there. Very happy with your set-up thanks, I figure some of you might find adjusting the name line easier, some will prefer putting the content in your posts. Don't really mind which, provided its consistent.

Let Zeladiel's turn go a little longer than I initially intended, I hate DMPCing spellcasters :)

Bow in hand, Zeladiel cooly squeezes past Grall and Sajan and appraises the targets below (AQ,35). Identifying the mounted archer, likely with more strength draining poisoned arrows, and nearby spellcaster as a threat, the elf mouths a quick chant, a cloud of golden particles covering all three creatures. The hyenadon is coated with the stuff although it seems still able to see while both the archer and priest stumble in the cloud, apparently blinded.

Will Archer 1d20 + 1 ⇒ (7) + 1 = 8 fail
Will Hyenadon 1d20 + 4 ⇒ (14) + 4 = 18 pass
Will Priest 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 fail

Still mounted, the archer seizes its cloak with one hand, trying desperately to clear its sight but without success.

Will Archer 1d20 + 1 ⇒ (12) + 1 = 13 fail

The gnoll's captain acts quickly. Hefting its bardiche, it singles Grall out for a ringing challenge.

Gnoll:

Yourr weapon and audacity name you! Grrall the blood trraitor! I am Sigultz, mate to Shiz! Yourr companions will fall herre. You, enemy of yourr own kind, will be taken beforre ourr Masterr. I swearr before Rovagug you will bow to him orr join them!

The captain's ringing speech seems to inspire the other gnolls, the words carrying a magical potency to them. Inspire competence.

The blinded priest clutches at its mask, partly revealing a bloated and marked face as it too struggles against Zeladiel's magic without success.

Will Priest 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 fail

Khalid is up.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Dan, how hard will it be to go about 1/2 way down the stairs and then just drop to the floor? I can tap the acrobatics to negate the 1d6 damage for 10ft drop as can several others I think, wasn't sure what the railings looked like or space to the roof, etc.


Its a maximum 40' high as indicated and I indicated a low rail (not going to deny you cover and then say its hard to jump). I am thinking a fairly constant grade makes the most sense (I make about 90' long so say for every 25' of move along it you descend 10').

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

Khalid moves down the stairs, quickened by Zeladiel's spell. The inquisitor stops about midway down the stairwell and targets one of the gnolls below with a bolt of flame...

With Haste, should be able to get to (AQ,41) if I'm counting it right. Targeting the gnoll in (AM,40)

Attack:1d20 + 7 + 1 + 1 ⇒ (18) + 7 + 1 + 1 = 27 (haste, bless, do I need to add +1 for higher ground?) vs. Touch AC
Damage:1d6 + 2 ⇒ (4) + 2 = 6


Looks OK to me. That will leave you about 20' high and 20' away which by my basic command of mathematics leaves you within your 30' range. No higher ground on a ranged attack.

As Khalid moves he takes his globe of light with him, illuminating the closer javelin holders. Arguably Sajan's lantern might already be doing that but he hasn't moved yet. His bolt of fire takes the gnoll in the side, sending sparks of flame dancing up its arm.

The unblinded priest delays its action.

Sajan, Grall, Nuveril, Linah, then the regular gnolls to finish the round.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Any chance of a map update? I have limited PC access here at my girlfriend's parents so I will wait till i'm home in a few hours to post Sajan's action.


Give me a bit.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Good timing, just got in (FINALLY). You know, this constant need of mine for map updates mid round just after your bad guys act could easily be mitigated by not rolling such sucky init rolls for me all the darn time ;).

So what i'm saying is, improved initiative as a bonus feat? How about it? Its a win win, riiiight? ;)


Human Cleric 7 | hp 36/51 | channel 6/7

Round 1, initiative 3
ac 21/23, touch 11/13, fleet-footed 20/22
cmd 16
hp 36/37
effects: haste, bless, protection from evil, full defence

Linah follows Khalid down the stairs, moving towards the gnolls at the bottom.

Move action to Aj, 45. I think i should be able to get there wit a double move.


Map to Sajan's impulse HERE.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

Thanks.

Sajan seems to speed up supernaturally as his reflexes quicken beyond even the haste spells effect on him as he gracefully (well, for a man of his enlarged size) moves a little further down the stairs (essentially to wherever it becomes 30 foot rather than 40) and vaults over the rail next to him, slowing his fall with the wall of the stairs and landing neatly on his feet, finishing his movement at AM,AN,37-38 and striking the surprised javelin wielding Gnoll in AL37 right in the throat with a perfectly placed blow!

1d20 + 27 ⇒ (3) + 27 = 30 Acrobatics VS DC15 to negate ten feet fall damage, slow fall does the rest.

1d20 + 15 ⇒ (20) + 15 = 35 Fighting Defensively, Crit Threat
2d6 + 12 ⇒ (1, 2) + 12 = 15

1d20 + 15 ⇒ (3) + 15 = 18 Fighting Defensively, Crit Confirm
2d6 + 12 ⇒ (3, 3) + 12 = 18

Ok for clarity- move action used to move a little further down the stairs, controlled falling for 30 foot and then a little to move where I want to go, I believe I have enough movement. Swift action is used at the start of the turn to burn a ki point for +4AC, meaning his AC is 26 while moving into position. Once there, he fights defensively for an additional +3AC, meaning AC and CMD are up 7 each, for an AC of 29 and a CMD of 39.


The sheer speed of Sajan's assault takes the gnolls by surprise, his unfortunate target falling to the ground gurgling from its ruined windpipe.

Grall, Nuveril then Linah.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall also moves with incredible speed, if not the grace of Sajan.
He moves to just before Khalids position and then vaults over the railing as well landing AO/AP, 39/40. At the last moment he turns to his inner rage, releasing the beast that ha sbeen contained for the last year...he then strikes at the Gnoll in AM 39 yelling out!

Gnoll:

Come to me then, the slayer is here you will be like wheat to the scythe!

+1 falchion enraged pwr atk bulls str Reckless Abandon enlarged bless haste 1d20 + 15 + 1 - 1 + 1 + 1 ⇒ (8) + 15 + 1 - 1 + 1 + 1 = 25 dam 2d6 + 17 + 2 ⇒ (3, 4) + 17 + 2 = 26


AC:13
HP:95
Rage 10/16 rounds remaining
Effects:
Blur
Bless
Haste
Bulls STR
Enlarge


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Won't let me edit my original post above for som reason. Anyways, Dan I a pretty sure I have the tactical movement for this but the drop might be 20ft? If so I will still tap the first 10ft and take the 1d6 damage, just let me know.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

If you take damage while falling, you fall prone. Grall can only deal with reducing the ten feet of fall from the acrobatics check. In 3.5 you used to be able to make two checks, one to jump down purposefully negating ten feet and another to negate another ten feet.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Then 70ft move to AM/AN, 42/43? If that doesn't work double move to AK/AL 45/46.


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

Nuveril moves nimbly down the long flight of stairs with preternatural speed, shoving past Zeladiel and Khalid as she goes. Coming around the final curve, she catches sight of the gnolls blocking the way at the bottom and flashes them a savage grin before emulating Sajan and Grall before her and hopping over the edge of the steps. Landing lightly, she settles her feet firmly beneath her and grips her weapons, glaring at the nearest javelin-wielding gnoll as if daring it to approach.

Move to AN 44; jump down to AM 43. If I've done my math right (and I had to draw myself a little grid and count!), it should be a 10-foot drop. Acrobatics to negate falling damage 1d20 + 13 ⇒ (5) + 13 = 18

Round 1, init 6
AC 23; hp 51/51
effects: bless, bull's strength, haste

EDIT: While I was counting squares, Grall was changing his move. :P If he ends up where Nuveril was hoping to jump, move her to AK 44. I know you both have more base speed than she does, but remember you enlarged people are squeezing on the staircase so each square counts double.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

The stair case is two hexes wide so 10 feet, we shouldn't have to squeeze.


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

I only had to move about 5-10 feet on the stairs, as I can fall 30 feet safely. I took it into account :).


Human Cleric 7 | hp 36/51 | channel 6/7

Posted my action here.

I've got most of this remaining weeked booked so i probably won't be able to post regulary until monday. Please DMPC Linah until then.


Falling Rules which are actually inconsistent with acrobatics rules but whatevs wrote:


Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

So as Sajan says, if you take any lethal damage you fall prone (so by definition a failed check or any fall of greater than 20' drops you prone). You can deliberately fall up to 20' without lethal damage with a DC 15 check (without slow falling super powers or something similar).

With that in mind, applying the distances I gave you above and some quick counting I make (AN,44) as the jump off square for a 10' fall as per Nuveril's post above so her move is fine (although she could also have jumped from 20' and have enough movement to wack AM,40, I don't think knowing she made the check gives her any advantage she fell prone with a fail either way).

Grall will squeeze on the steps as above. The walk bits is a consistent 5'. Sajan was fine as he says, slow-fall doesn't often get much love but it was pretty funky here.

To pick up on one of Zeladiel's tricks from previously, Grall could just leap off the steps and yell at the elf to feather fall him (via arcane bond) as an immediate action. I'm sure he wouldn't let Grall go splat :)


Female Halfling Barbarian (superstitious) 7 | hp 72/72 (86/86 raging)

I just read the Acrobatics description, not the falling rules. :P

Was pretty sure my move was legal; it's just that Grall posted 3 possible ending squares for his move, and one of them included where Nuveril was intending on landing. If he's already occupying AM 43 by the time she moves, she obviously can't end up there. And I had enough of a headache counting squares and keeping track of diagonals for her move; I wasn't about to double-check Grall's move to see how far he could get.


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Grall will double move to AN/AO 43/44....maybe next round...


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Thanks all. Doing great. Back by Monday.

Zeladiel winds his way carefully down the stairs, taking aim with his bow at the long spear wielders below him.
He unleashes a gravity arrow at the closest of them, then looks about for wounded targets to pick off.

+1 Longbow (precise shot) 1d20 + 6 ⇒ (13) + 6 = 19
damage (gravity bow) 2d6 + 1 ⇒ (1, 1) + 1 = 3

Edit: Well, with damage like that I wasn't doing much anyway except lending moral support. Go get 'em guys! :-)


Male HP(104/104 or 125*/125*) Gnoll Barbarian 7 - Invulnerable Rager

Updated effect since I am not actually raging yet and still on the stairs:
AC:19-4-1=14
HP:80
Rage 11/16 rounds remaining
Effects:
Blur
Bless
Haste
Bulls STR
Enlarge


Sorry for delay in updating guys. Getting hit a bit at work. Big update coming.


Heartily sorry for the momentum stealing guys.

Grall struggles down the steps, the haste enchantment about cancelling out his difficulty in negotiating the narrow way while nearly fourteen foot tall and several times his usual mass. The gnoll's captain grins in response to the barbarian's own call, seemingly relishing the opportunity to trade blows with the renegade.

With her own movements quickened, Nuveril negotiates the steps far easier than Grall, barely pausing before leaping straight off the railing and rolling neatly back to her feet, hammer presented threateningly at the target rich environment close by.

Ducking under and through Grall's legs, Linah moves past him on the steps and into range of the spearmen (well speargnolls).

Impulse 3b. The waiting priest, seems to believe the time for its action has come. You catch sight of some kind of clear looking ball it was palming moments before the priest smashes it to the ground. With a brief flash of light, a large, vaguely man-shaped creature of swirling air is brought whistling into your plane of existence. Dark hollows of nothingness make up its eyes and mouth.

Knowledge Planes DC 15:

A large air elemental. This discloses outsider and elemental traits.

Knowledge Planes DC 20:

This discloses its DR, air mastery and whirlwind special abilities.

The priest growls at Linah but points at Zeladiel, the creature flying toward the elf in a streak and lashing out at him with a definately solid arm. The mage is hit squarely, a fist blowing straight through his magical protections, although fortunately he has the presence of mind to turn with the strike, robbing the greater part of its power.

Slam vs Zeladiel 1d20 + 14 ⇒ (17) + 14 = 31 hit
1d8 + 4 ⇒ (1) + 4 = 5

Hefting its axe in both hands, the priest then heads toward Linah and the warriors blocking the steps.

Caught off-balance from the sheer speed of your assault, but with the magically inspired commands of their captain ringing in their ears, the rest of the gnolls finally gather their wits enough to respond.

Three charge at the enlarged Sajan front on, the monk having wisely placed himself in a position where it is difficult for any of them to get behind him. For all their ferocity, none come near to beating his careful, ki-enhanced defenses and they reel back frustrated. All rolls allow for inspire courage, these attacks provoke which would have create an issue if any had hit. I'm assuming Sajan will take.

Scimitar vs Sajan 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 (charge) miss
1d6 + 4 ⇒ (6) + 4 = 10

Scimitar vs Sajan 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 (charge) miss
1d6 + 4 ⇒ (6) + 4 = 10

Scimitar vs Sajan 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 (charge) miss
1d6 + 4 ⇒ (4) + 4 = 8

Two of the nearest scimitar wielders focus on Nuveril. The first opens the mouth of its sack with an easy gesture, flinging the contents, something that looks suspiciously like a buzzing human head at the halfling, before rushing at her. The grisly missile misses to the left, exploding on the ground in a small shower of biting insects. Its partner simply charges the halfling, hacking away with its scimitar, but the barbarian is untroubled, alternating blocking each hit with her shield and just letting it pass over.

Throw Stingchuck vs Nuveril 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 (range) miss
1d8 ⇒ 7 2 squares to the right

Scimitar vs Nuveril 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (charge) miss
1d6 + 4 ⇒ (6) + 4 = 10

The three spearwielders give Linah a harder time. The priestess neatly parries several stabbing strikes from one but a powerful low thrust from the second at the same time as a hard blow to the middle of her shield from the third partly steals her balance and she takes several nasty gashes from the two before it is regained.

Longspear vs Linah 1d20 + 6 ⇒ (19) + 6 = 25 hit
1d6 + 4 ⇒ (5) + 4 = 9

Longspear vs Linah 1d20 + 6 ⇒ (18) + 6 = 24 hit
1d6 + 4 ⇒ (6) + 4 = 10

Longspear vs Linah 1d20 + 6 ⇒ (6) + 6 = 12 miss
1d6 + 4 ⇒ (4) + 4 = 8

The remaining javelin throwers split their targets. One tries a longer range shot at a distracted Zeladiel which falls shot.

Javelin 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 (range) miss
1d6 + 4 ⇒ (2) + 4 = 6

The remaining two look to peg Grall while he's stuck on the steps and still in optimal range (the first stepping away from Sajan). One comes extremely close but Grall is able to flick the missile aside at the last second with his falchion while the second grazes his shoulder.

Javelin vs Grall 1d20 + 6 ⇒ (7) + 6 = 13 miss
1d6 + 4 ⇒ (5) + 4 = 9
miss 1d100 ⇒ 83

Javelin 1d20 + 6 ⇒ (15) + 6 = 21 hit
1d6 + 4 ⇒ (5) + 4 = 9
miss 1d100 ⇒ 52


All the King's Gnolls

Round 2

Ordered Initiative

Zeladiel 18
Carrion Guard Archer 14a
Hyenadon 14a
Carrion Captain 14b
Carrion Initiate 12
Khalid 11
Sajan 8
Grall 7
Nuveril 6
Linah 3a
Carrion Priest 3b
Carrion Warriors 2

Effects

Bless (All)
Haste (All exp R4)
Blur (Grall)
Gravity Bow (Zeladiel exp R6)
Enlarge Person (Sajan, Grall)
Bull's Strength (Nuveril, Sajan, Grall)
Shield of Faith (Khalid)
Weapon of Awe (Khalid)
Prot from Evil (Linah can assume everything but hyenadon is evil)

Notes

- There's a low rail on the staircase but its not enough to provide cover. Large creatures will squeeze on the steps.
- The room has dim light (20% miss conditions) through to about 20' high and the near part of the pit and darkness beyond. A light spell generates 20' of normal light. A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone.
- A rider on a mount larger than its target gains higher ground bonus, a rider counts as being in each square of its mount.

Map is HERE.


Zeladiel is up. He can change his declared action above.

Sovereign Court

HP: 49/49 AC: 22 Init: +6 Kelishite Human Inquisitor 7

Knowledge (Planes):1d20 + 11 ⇒ (7) + 11 = 18


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

AOO-

1d20 + 15 ⇒ (3) + 15 = 18
2d6 + 12 ⇒ (5, 3) + 12 = 20

I'm hoping the -2 AC from charging will make that a hit.


Human Cleric 7 | hp 36/51 | channel 6/7

Ouch... How much does a +6 mithril full plate cost?


HP -12/64, AC 19/18/16 CMD 29, Speed 50 feet, F +8, R +8, W +11, P +12, In +4, AOO +12, EF 6/6, Ki 9/9

More than a belt of constitution which you need. Also a lot more than staying behind our front line ;).


hp 44/44; AC 17; Init +5 Male Elf Wizard (Evoker) 7

Zeladiel struggles back at the sudden onslaught by the creature. (5' up stairs)

Knowledge: The Planes 1d20 + 11 ⇒ (6) + 11 = 17

"Air elemental. Great."

Auran:
"I will release you from your chains."

He deftly flicks his bow and 3 large missiles of force fly into the elemental.

empowered magic missile 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12 x1.5 +2 = 20 !!

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