DM Stormwind's Legacy of Fire - The Heavens aligned against us.

Game Master LastNameOnEarth

DM Stormwind brings you the Legacy of Fire Adventure Path, in a no holds barred, optimization required, high difficulty delivery.


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|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

"The range is good, but I won't be as effective until they're among us. Any that make it past your fire I will put down."


HP 41/41

Gruthic will gladly give his freind the 25g for the camel.


Current Map

You actually do have a bit of loot; I believe Sief was tracking it. Ah, here it is: Link

Since it was last updated, you have also acquired some common gear from the gnolls as well; a few extra spears, longbows, and suits of studded leather. The +1 Half Plate on there from before was not necessarily Tiny, but instead sizes itself to the wearer. At present, no one is using it though. The Aegis of Recovery was used up by Muqaq during one of the battles with the Gnolls earlier.

Akhom's Diplomacy to negotiate price: 1d20 + 9 ⇒ (6) + 9 = 15
Muqaq's Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

Though Muqaq's added voice doesn't really swing the conversation, the voices of the two men together does seem to remind the camel driver that you are all fighting on the same team, and therefore he is willing to cut a bit of a deal. He'll take the 225 gp you have.


Current Map

I'll move us along as soon as I get some time. If you have anything to wrap up before the raid, let me know.


Current Map

Once the sun sets, stealth becomes much less of an issue. So long as they avoid walking along ridge-tops, and being silhouetted against the sky, the gnolls are unlikely to see anyone approaching. The journey is made in silence, slower than the previous journeys, both due to the desire to remain unseen and unheard, and to account for the toll darkness takes when travelling; foot steps misplaced, and loose sand unaccounted for leading to a few slips and spills.

Within a few hours, the team has approached the village, and sees their goal up ahead. Upon a level point, perhaps half way up the town's central hill, the cross stands out in stark relief against the light of a bonfire that has been lit behind it. Like the nights before, the darkness lays heavy over the desert. The moon has risen, but is getting on from the waning half of a few nights before, and is now closer to a crescent, shedding wan light at best. The features of the town are visible, if barely, but the buildings and general terrain can be made out well enough.

Sneaking up to the edge of the ruins, the party, less the heroic archer, crouches in the rouble, looking up at the enemy on the hill. A few figures can be seen in the edges of the firelight, and the man on the cross hangs motionless against the wooden beams.

Over to you guys. Lighting conditions will be normal visibility for 20 ft, Dim illumination to 60 ft, darkness after that. Characters with low light vision can double those numbers. Characters with Darkvision have perfect visibility to the extent of their senses, but unless they also have low light vision, visibility after their Darkvision range is no better than that of a normal individual. The fire by the cross is large, and sheds normal light out to 30 ft, and dim illumination out to 60 (double for low light vision).

N'Detah? Did you end up bringing your horse? Given the illumination you can have brought him/her without trouble, though riding in the dark might get hazardous from here on out...

In regards to the map, keep visible ranges in mind; the squares are 15 ft each. Shaded areas on the map represent uphill slopes. Ascending those spaces will count as difficult terrain, as will descending unless an acrobatics or climb check can be made to avoid slipping.

Map


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon waits, pistol at the ready, for the command to attack.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh had brought her horse with her, though she opted to guide it beside her and not ride, for fear that it would trip and break a leg.

Laying low, she waits for the signal as she watches the sky light softly with the promise of the day.


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Muqaq waits for dawn, and Ahkom's diversionary attack. He's ready to bless the party once the combat starts.

Waiting for dawn/Ahkom. Once whatever he does plays out with the gnolls Muqaq will cast bless, mage armor and order the attack.


Current Map

Just as a note, you may certainly wait for dawn if you choose, but your trip to the town did not take quite that long. You left just after sunset, and the trip took a few hours, so it is probably not even midnight yet. Waiting till dawn would mean waiting another 6-7 hours before making your move...


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Yeah. That's fine. The plan was to use darkness to get in position without being seen. We can afford to wait. Ahkom will be completely useless in the dark.


Current Map

OK Akhom. You're the signal to move, so let us know what you do and when you make your move.


Current Map

Well, there has been no sign of Akhom for a few days. Anyone care to spell out what his actions would be?


Hp 39/39

Sorry I've had a crazy fortnight. I'll be up for action Boxing Day or thereafter, if people can hang for a couple of days..?


Current Map

Don't imagine it's too pressing to keep things moving, as long as you are here. The action will continue as soon as you're ready.


Current Map

Akhom?


Current Map

Game complication based on our present real life situation...

To those huddled under cover near the ruins and the foot of the hill town, the night passes slowly. Maintaining alertness despite being unable to move or deal with one's stiffness or boredom is difficult. At long last, the horizon starts to glow, signalling dawn, and the time when Akhom will move in to attack, and distract the gnolls on the hill, taking their attention, drawing them out, or otherwise engaging them while the rest of the team advances on the poor soul on the cross.

However, as the next few minutes creep by, there is no sign of the paladin archer. The sun breeches the horizon, spraying the landscape with light, and chasing away the shadows. And yet, Akhom still does not present.

What has happened to the archer? Is he still coming? Has he been delayed? Fallen asleep? Taken by a gnoll patrol during the night, or by one of the natural hazards of this desert like that giant scorpion encountered days past?

Huddled in the shelter of the ruined out-building, 15 and 20 minutes after sunrise, the team is left with their choices to make; continue to wait for the paladin, or advance, and hope for the best.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Seif-al-Din turns to Muqaq.

"What do you want to do? It does not seem that Akhom is going to provide the distraction..."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"This is problematic... A distraction would help, but otherwise, we can attack from our current position, use the element of surprise regardless. I am ready to fight!" says N'Dateh.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon nods with the others.

"Might as well get stuck in. We have to make sure he's ok."


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"If he is not here, then he is not here. We will still have to do this, with or without him. Let's get ready and then attack. Let them come to us."

I guess I'll just bless everyone, and then we start shooting them. If we keep in the cover of some ruins hopefully they can't surround us too badly. Not an ideal plan, but I've not got anything better at the moment.


Current Map

Akhom: 1d20 + 2 ⇒ (13) + 2 = 15
Gruthic: 1d20 + 8 ⇒ (15) + 8 = 23
Muqaq: 1d20 - 1 ⇒ (14) - 1 = 13
N'Dateh: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Seif: 1d20 + 1 ⇒ (6) + 1 = 7
Xanyon: 1d20 + 6 ⇒ (13) + 6 = 19

Looking around the corner of the ruins, and gazing up towards the top of the hill, a few keen eyes among you spot where the enemies are waiting, and where a few more are hiding.

Current Map link under my avatar has been updated. Squares are 15 ft in size. Remember that you can zoom in if needed.

Gruthic is the first to spot the two on the rooftops. Located within the peaks of each dome upon the nearby structures is a gnoll; either as a lookout, or sniper. The one upon the central building has an odd device upon his lap, a long metal tube that catches the early morning sunlight. Once it is pointed out to him, Xanyon is able to identify the weapon as a musket.

N'Dateh's keen eyes, experienced at cutting though the glare of the harsh desert light, is able to make out the shadows of a few more gnolls, waiting within the anti-chamber of the central building. They appear to be waiting quietly for something to occur, though one appears to be playing with, or perhaps tossing scraps to a hyena.

Edit: I shouldn't have included Akhom in the Perception rolls, but if I edit it out, it will mess up the way I interpreted the rest of the rolls. So, just ignore it. He's not here yet.


HP 41/41

"Akhom is reliable. He has fought beside me many times. He would not neglect his duty without some serious reason. If we strike now, he is capable of keeping out of trouble - I have faith in him."

Gruthic takes up a position near the ruin's wall, shield and axe at the ready.


Current Map

If anyone else has buffing to do, now's the time. Since the enemy has not yet spotted you, I'm waiting on someone in the group to do something definitive to get combat started.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon will take aim on the gnolls likely to rush the group once the fight starts.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh whispers to the others: "I can conjure an annoying ball of fire that should keep at least one of the snipers busy. I will start with the one with the tube. I will stay on my horse and use fire and nature to attack your foes, but ready to close in fast if needed. Is this satisfactory?"


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"Yes," Muqaq says, casting a spell of blessing on the others. He then summons his mystical armor. "N'Dateh, please draw them back around the corner to us here. You should be able to outrun them on your horse."

Mage armor and bless on everyone. N'Dateh can ride out to get LOE and then flaming sphere the one sniper. Then pull them back into our line of fire. If we move closer, they will outflank us. From where we are we don't have line of sight.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

After nodding to Muqaq, N'Dateh gets up on her horse and moves around the corner to get a clear line on the gnoll with the musket, which she immediately targets with her incantation, spreading a hand with fingers upward, fingers acting like the heat of the desert, which she coalesces into a ball and conjures at the feet of the sniper.

Flaming Sphere: Reflex DC 15 for no damage, or 3d6 ⇒ (5, 5, 4) = 14 damage on failed save.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

As soon as she can, she'll move back behind a wall!


Current Map

Your flaming sphere has a casting range of 100 ft plus 10 ft per level, so 130ft. So, you will have to find a way to get closer in order to target the musket wielder. I placed a yellow circle on the map that basically illustrates how close you will have to get in order to use that spell. (15 ft per square works out to about 8.5 squares.)


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

No problem. I'll get there then, straight line from the corner where Grthic is, to my target, so passing between walls.


Current Map

Stealth roll please, to approach unseen. For this, I assume you would be leaving your horse with the others, or will you charge in mounted in order to get in range (though alerting them to your presence in the process)?


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Seif-al-Din nods, draws his blade, and awaits the Gnolls' next move...


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh rides in fast on his horse, so she can ride out fast as well!


Current Map

Moving up between the buildings to get as close as possible before revealing herself to the view of the gnolls.

GM Rolls:

Perception of lookouts:
Gnoll Musketeer: 1d20 + 2 ⇒ (14) + 2 = 16
Gnoll Archer: 1d20 + 2 ⇒ (12) + 2 = 14
Gnoll: 1d20 + 2 ⇒ (15) + 2 = 17
Gnoll: 1d20 + 2 ⇒ (3) + 2 = 5
Hyena: 1d20 + 8 ⇒ (4) + 8 = 12
Hyena: 1d20 + 8 ⇒ (13) + 8 = 21
Perception of those inside:
Gnoll: 1d20 + 2 - 10 ⇒ (7) + 2 - 10 = -1
Gnoll: 1d20 + 2 - 10 ⇒ (12) + 2 - 10 = 4
Hyena: 1d20 + 8 - 10 ⇒ (12) + 8 - 10 = 10
Hyena: 1d20 + 8 - 10 ⇒ (8) + 8 - 10 = 6

Almost the instant she is mounted and her horse has taken a single step forward, a hyena starts yipping, tugging at his leash in the direction of the approaching druid. The gnolls all snap to alertness, seeking the source of what had upset the animal. Looking up towards her opposition, N'Dateh sees three pairs of eyes move towards her form and lock upon her; the musketeer, one of the gnoll guards by the cross, and the other guard's hyena.

Initiative:
N'Dateh: 1d20 + 5 ⇒ (20) + 5 = 25
Gnoll Musketeer: 1d20 + 2 ⇒ (3) + 2 = 5
Gnoll Guard: 1d20 + 2 ⇒ (6) + 2 = 8

Moving faster than they can react, the desert woman rides up to the base of the steepening slope, where she just begins to come in range of the musketeer at the top of the central dome. Pulling her steed to a stop, she hold out a hand, and muttering a brief phrase, creates a glowing, burning, sphere of fire, some four feet across, and occupying the same space as the musketeer.
Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19
As though sensing that the air around him is heating, and turning to flame, the gnoll jumps aside as the sphere bursts into being. He steps out onto the sloped surface of the dome, arms gyrating wildly for a second as he struggles not to fall or end up sliding down.
Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20
He keeps his balance, and bring his weapon up to level, he takes aim at his attacker.
Ranged Touch: 1d20 + 5 - 3 ⇒ (2) + 5 - 3 = 4
The shot rings out, but N'Dateh has no indication if the shot came anywhere near her waiting form.

A second gnoll that sees the woman seems to consider for a moment throwing his spear, but even from his position, she lies some 70 ft away, and a mighty distance for a spear. Thinking better of it, he instead drops the weapon and brings up his longbow.

End of Surprise Round

Initiative:

Gruthic: 1d20 + 2 ⇒ (14) + 2 = 16
Muqaq: 1d20 + 5 ⇒ (10) + 5 = 15
Seif: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (4) + 2 = 6
Xanyon: 1d20 + 4 ⇒ (13) + 4 = 17

Gnoll: 1d20 + 2 ⇒ (14) + 2 = 16
Gnoll: 1d20 + 2 ⇒ (2) + 2 = 4
Gnoll: 1d20 + 2 ⇒ (8) + 2 = 10
Gnoll: 1d20 + 2 ⇒ (14) + 2 = 16
Hyena: 1d20 + 2 ⇒ (14) + 2 = 16
Hyena: 1d20 + 2 ⇒ (18) + 2 = 20
Hyena: 1d20 + 2 ⇒ (1) + 2 = 3
Hyena: 1d20 + 2 ⇒ (18) + 2 = 20

No one comes close to N'Dateh's initiative, so good guys are up first. This will be a full round.

Round 1:
Actions please. Many of you indicated you may be waiting for them to come to you, so please let me know if you are just continuing to wait.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Sighing, and whispering a muffled prayer to the Everlight beneath his breath, Seif-al-Din moves forward, his blade unsheathed and ready to bathe in Gnollish blood.

Double move to the inside north-west corner of the ruined building that we are currently in front of; trying to have as much cover as possible from the Gnolls, and hopefully keeping them unaware of his presence.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Round 1

Status:

HP = 39/39
AC/T/FF = 19/15/14
Weapon Equipped = Pistol
Grit = 2/2
Orc Ferocity = 1/1
Bullets = 23/23
Black Powder = 23/23
Alchemical cartridge (paper) = 18/18
Speed = 30'
Status Effects = None

Xanyon squints at the musket wielder but waits for another foe to come within range.

Ready to shoot first foe within 20'

Pistol PBS Deadly Aim Touch: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 3 ⇒ (8) + 3 = 11


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Muqaq runs inside the ruined building, trying to get in a good position.

Double move.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh rushes back for cover and her companions, but not before willing the sphere towards the sniper again.


HP 41/41

Gruthic hustles behind Muqaq, though the taller man outpaces him easily.


Current Map

So sorry for the delay. The workload monster once again rears its head. I'm hoping to update tonight.


Current Map

Round 1:

N'Dateh moves the sphere forward, pursuing the gnoll now clinging to the edge of the sloped sphere.
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
This time the flaming orb catches up with the harsh muzzled creature, his fur smoking and blackening where he is touched by the flames.
Damage: 3d6 ⇒ (2, 2, 2) = 6
The mounted desert druid swiftly turns her mount with a bare thought and has him careening back towards the aid of her allies. As the rider and mount move away from the dome and the burning gnoll, the flaming sphere winks out as it becomes too distant to maintain the mystical connection.

Her allies move into position around the ruins, advancing and waiting to see how the enemy reacts to the attack.

The gnolls primarily switch from their spears to their bows, knocking arrows and standing ready, but otherwise not advancing to any great distance. The enemies waiting within the central domed building rush out to take up position with the others near the cross, their hyena's yipping and laughing. The musketeer atop the dome slides down the sloping structure until he reaches the roof proper. Once there he starts engaging in a series of practiced motions sure to represent the reloading of his unusual weapon. Without any clear and easy shots, no one looses, yet.

Round 2
Actions please.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"They're not stupid. Now what?"


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

"Now we fight," Muqaq replies. "Can you entangle them?" He move out from the cover of the wall, and runs in a low crouch towards the cover of the next building.

Run action straight up to where I am now.


|| BAB +3 | CMB +5 | CMD 20 | Fort +5 | Ref +8 | Will +4 || Half-Orc Gunslinger/2

Xanyon also runs up, keeping to cover for now.

"Better deal with them quickly."


HP 41/41

Gaging the distance to far to cross to accompany Muqaq without being exposed, Gruthic moves to the corner of the ruins.

Moving up to 40' to where Seif currently is (if he moves), or in front of him (if he doesn't).


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"I can." says N'Dateh as she spurs her horse. She moves along the same path as she did before, prepared to ask the Desert to grab the Gnolls at their feet.

Move on horse, then cast Entangle. Probably centered to have the front gnolls midway (twenty feet) from the edge of the spell.


(AC 25/16/20; HP 86/86; Fort +6, Ref +10, Will +7; Init +7, Perception +0, CMD 12) Samsaran Oracle (Dual-Cursed) 9

Seif-al-Din continues to hustle forward.

Run to the south-west corner of B2, trying to stay in cover.


Current Map

Back at it. Thank you for your patience. The trip went relatively smoothly, but for the usual issues with families being together when nerves are frayed. I'm hoping to have the game moving at a quick pace from here on out. I believe that a Bless spell from Muqaq, as well as his Mage armour are the only buffs running. Of course it has been a while, so if I forgot any or missed one in my quick reread today, please give me a gentle correction.

Round 2:

Muqaq breaks cover, running to the north, for the cover of the old dire boar's den.
Keep in mind that you are fighting foes at a higher elevation from yourself. B2 and the associated buildings are at your level, but the area immediately behind them is at a higher point on the hill. In the location near you, the hill has been cut back/terraced in order to make room for the building, meaning that instead of a hill behind it is something closer to a 20 ft cliff face. In the area more to the left, in front of the cross, the hill is in tact, bit still a pretty steep climb, if anyone were to try and charge up that way (Difficult Terrain).

Xanyon breaks cover as well, moving in directly toward the enemy, but staying low and making his way towards cover. A moment later, Gruthic moves forward through the ruined structure, ready to advance at his next chance.

N'Dateh charges forward on her mount, her hands and mouth moving in order to cast her spell the moment she comes to a stop. Last to move, Seif ducks low and advances just behind the charging horse. As the Desert Druid finishes her spell, desert scrub and yellowed grasses spring into action, growing and stretching throughout the area, racing towards the position of the gnolls and their beasts.

Saves:
Save vs. Entangle spell DC 12
Gnoll: 1d20 + 3 ⇒ (5) + 3 = 8
Gnoll: 1d20 + 3 ⇒ (17) + 3 = 20
Gnoll: 1d20 + 3 ⇒ (18) + 3 = 21
Gnoll: 1d20 + 3 ⇒ (17) + 3 = 20
Hyena: 1d20 + 5 ⇒ (14) + 5 = 19
Hyena: 1d20 + 5 ⇒ (4) + 5 = 9
Hyena: 1d20 + 5 ⇒ (1) + 5 = 6
Hyena: 1d20 + 5 ⇒ (1) + 5 = 6
As the plants curl up towards them, and start to stake around their ankles, the gnolls react with shock. The first is snagged, but he reacts fast enough to drop his hyena's leash and bark some command lost to the distance. The dog-like creature then charges out of the zone where the weeds impede. It runs down the hill to the lower road and then straightens out its path, moving directly for N'Dateh and her horse. The rest of the hyenas are caught, prompting their handlers to drop their leashes as the move panicked to get away from the seemingly animated plants. In their haste, they also leave behind the spears they forsook for their bows. One, having slid down most of the slop to get clear, continues with his momentum, running for the cover of a bit of rubble near the heroes position, while the other two move themselves to the edge of the slope where their line of sight will not be impeded by the hill itself. One of these is quick enough to have an arrow loaded, and drawing it back looses at N'Dateh, the most obvious target.
1d20 + 3 ⇒ (12) + 3 = 15 Hit?
Damage: 1d8 ⇒ 6

The Gnoll on the west dome draws aim on the same target, sending out a long arching shot, given the distance, but it lands a dozen yards from the rider.
1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Last, the gnoll with the musket draws his weapon up to fire. A puff of smoke erupts soundlessly from the weapon.
Ranged Touch: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Damage: 1d12 ⇒ 11
A zipping sound and the crack of the gun slam into N'Detah the same moment Rafihk jolts to the side from some sort of impact.
He's aiming for the bigger target. I think you made an error on Rafihk's AC's, forgetting to subtract the penalty for large size. It hits either way though, as the 1 point isn't a factor.

Round 3:
Actions please.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh worries for a bit, until she realizes her companion will not buckle under her. She pushes her steed forward, conjuring holy flame as she does so. "You conjure the flames and use them to propel mighty stones, but I have the holy desert on my side!"

Range is 120 ft, might work with the horse move. If not, then another sniper?
Produce Flame, range touch: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (4) + 3 = 7


HP:27/27;1st Sor- 6/6, 1st Or- 2/5, Flame ray 9/9

Muqaq runs to the corner behind Seif. "Come here N'Dateh, I can heal you or your mount."

Double moved.

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