GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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New Map of Kelmarane


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Maps: Travel * Hut and more

That is correct. I'm mixing up creatures. The creature that is in whirlwind form cannot attack. Those caught in the wind can attack as Ami noted.

As Aldebert get's pulled off Gretiem by the strong wind, he lashes out with his hammer - hitting the elemental. Though his strongest swing hits, it doesn't seem to do as much damage a expected. Meanwhile, Pent's bolt flies wide of the wind.

Mahdi:
The sight of the combat reminds you that the elemental is resistant to attacks.

Round 2: Actions remaining for Otah.

GM:
AE: 61/68.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 vs DC 18

Aldebert is flying in the whirlwind, but attacking fiercely, if weakly, at the air that surrounds him.


Maps: Travel * Hut and more

Aldebert is pulled up and around, into the the whirlwind as his hammer fall hits.

Round 2: Actions remaining for Otah.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Round 2, Initiative 7

I can't see the marked area on the map, but I'm guessing that lunge+reach should avoid it? Let me know if I'm wrong.

Otah quickly moves up and around the column to join into the fight. Smashing against the column, he grabs his horsechopper at the shaft's end, and pushes it forward in an elongated jab.

+1 att/dam for moving!
Lunge: Reach +5, AC-2
+1 Cold Iron Horsechopper: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17 for: 1d10 + 5 + 1 ⇒ (6) + 5 + 1 = 12


Maps: Travel * Hut and more

Lunge+reach exceeds 10 feet if I recall correctly, so yes if that is the case Otah is good.

Though Otah avoids the miniature cyclone, his attack is off center and misses the creature. The creature moves away from the dwarf, subjecting the rest of the party to the strong winds.

Aldebert takes the dmg noted in the first spoiler. This dmg is not taken a 2nd time even if he fails the save for this round. There is still a chance he is not stuck in the whirlwind for this round.

Ref Sv, DC 18 (all PCs other than Otah). Fail:
Take 1d8 + 4 ⇒ (6) + 4 = 10 dmg from the strong winds. The whirlwind pulls at you, threatening to pull you into the air. Roll 2nd save (Ref, DC 18).

Fail 2nd Save:
]The whirlwind pulls you into the air.

Round 3: All PCs now acting.

GM:
AE: 61/68


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 3, Init 14

1d20 + 6 ⇒ (1) + 6 = 7 Ami reflex
1d20 + 9 ⇒ (18) + 9 = 27 Yeen reflex

1d20 + 6 ⇒ (2) + 6 = 8 Ami reflex - Ami swirls with his brother.

Ami and Yeen hold on...and continue to fight.

Yeen:
1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27 to hit; (bite, bless)
1d6 + 4 ⇒ (6) + 4 = 10 damage.

1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 to hit; (claw, bless)
1d4 + 4 ⇒ (2) + 4 = 6 damage.

1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 to hit; (claw, bless)
1d4 + 4 ⇒ (1) + 4 = 5 damage.

Ami:
1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18 to hit; (slingstaff, melee, bless,whirl)
1d6 + 1 ⇒ (3) + 1 = 4 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 29/39 Ami; 42/42 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 3, Init 7

Status:

AC = 13
HP = 31/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr), Bless?, Haste

Spell Preparations:

Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Bless, Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]

Reflex Save v DC 18: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Reflex Save v DC 18: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23

Pent gets slammed about, his hand shooting immediately to his hat to secure it, while he clutches madly at his crossbow.

He steams as he retreats, not at all thrilled with his treatment at the winds of the air elemental. "Are you serious?! You're gonna try and throw me about like corn chaff and grape pomace?! I could get dirt in my eyes, for all you care!! You already got some between my toes, but you wouldn't understand the vex in the matter for your lack of body parts that can trap debris!!"

The gnome blisters across the room, arriving behind Otah, and slapping him with his own encouragement. "Get in there and end the damn blowing. And be careful of the two halfs bobbing up and down in there..." Cast Guidance- +1 Competence Bonus on a single attack roll, saving throw, or skill check.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Round 3

"Oh, shi--" Mahdi says as the whirlwind whips over him.

Reflex save uno: 1d20 + 3 ⇒ (6) + 3 = 9
Reflex save dos: 1d20 + 3 ⇒ (7) + 3 = 10

"Ow!" Mahdi shouts as the winds batter him. He pulls into a ball in mid-air, hissing at the pain. "Burn, you stupid ball of wind--"

Using a flame jet, Su ability, no concentration check needed. I'm assuming that being within the whirlwind would mean he could angle the blast out in some direction to not hit his friends, but that the line is passing through the substance of the whirlwind-- maybe he's pointing it directly vertically if needed, or something.

Reflex save DC 17 for half: 1d6 + 3 ⇒ (5) + 3 = 8
Fail means also on fire next round, for an additional 1d6 ⇒ 4 damage.

Remember that Haste is up, folks! (on everyone, Gretiem and Yeen included.) I didn't give y'all that +1 to Reflex saves and leave myself out for you not to use it! :p


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3, Initiative: 5

Status:
HP: 62/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (1/??m), Blessed (?/?m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Hero’s Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 35/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/60m), Blessed (?/?m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Gretiem Reflex: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 (haste) vs DC 18
Gretiem Reflex: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 (haste) vs DC 18
Aldebert Reflex: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 (haste) vs DC 18

Gretiem takes some damage from the buffeting but still manages to keep his feet, stuck as they are to the surface. He attacks with a vengeance that which he cannot properly bite.
Gretiem Bite: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 (bless, haste) damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Haste Gretiem Bite: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 (bless, haste) damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12

Aldebert continues to fly and strike the wind from above.
Hammer (magic): 1d20 + 8 + 2 - 2 ⇒ (1) + 8 + 2 - 2 = 9 (bless, haste, whirlwind) damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hammer (magic): 1d20 + 3 + 2 - 2 ⇒ (12) + 3 + 2 - 2 = 15 (bless, haste, whirlwind) damage: 1d6 + 7 ⇒ (3) + 7 = 10
Haste Hammer (magic): 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21 (bless, haste, whirlwind) damage: 1d6 + 7 ⇒ (3) + 7 = 10

At the end, he also lays on hands to try and keep the worst of the damage at bay.
Lay on Hands: 3d6 ⇒ (6, 1, 1) = 8 (swift)


Maps: Travel * Hut and more

Yeen's teeth sink into the creature as Ami is swooped up into the wind. As the wind slams the gnome about, Mahdi is taken up into the wind with the others. Gretiem remains on the ground, though slammed about a bit, at least one of its bites clearly getting to the creature, likewise Aldebert manages to land a hammer strike as only a small portion of the fire hits the creature.

Round 3: Actions remaining for Otah.

GM:
AEref: 1d20 + 13 ⇒ (13) + 13 = 26 AE: 40/68


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Round 3, Initiative 7

Otah pauses for a second to look over, and then under his shoulder to find what made contact on him, then nods in affirmation to the gnome.

+1 att/dam for moving!
Lunge: Reach +5, AC-2
+1 Cold Iron Horsechopper, Hasted, Guided: 1d20 + 10 + 1 + 1 + 1 ⇒ (10) + 10 + 1 + 1 + 1 = 23 for: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10

He moves forward, careful to stay out of the wind and stabs at the elemental again.


Maps: Travel * Hut and more

Otah's strike hits, but as with the attacks other than Mahdi's fire it doesn't seem to do as much damage as it should. The creatures form seems to be losing its stability all the same as its whirlwind form collapses, dropping all those caught in the wind to the ground.

40 ft max drop so I'm not sure if rolls are needed to land on your feet or what the story for fall damage is. Please position yourself accordingly within the white area on Roll20. I'll tweak the map and proceed with the next round as soon as everyone caught in the wind is positioned.

GM:
AE: 35/68


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Positioned myself, I think. Not sure what the white area is. You could do a (d5x10)-10 feet sort of thing to see how high we are individually.Then it's d6 damage per 10'. If you take damage, you are prone.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami tucks his feet in as he falls, trying to roll as he hits to minimize damage.

1d20 - 1 ⇒ (7) - 1 = 6 Acrobatics

Ami falls prone, hurting.

4d6 ⇒ (1, 2, 6, 4) = 13 falling damage

16/39 hp, prone


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi starts plummeting earthward, only to abruptly start a much more sedate drift down. He lands on his feet, looking momentarily confused before he remembers the tiny silver ring that's been on his pinky for months. (Ring of feather falling)

"--I'm suddenly very glad I kept that," he mutters as he tries to catch his breath.

I don't see any white area on the map, so I have left my token where it is. Is it possible you have it on a GM-only layer?


Maps: Travel * Hut and more

I'll check on the aura. Basically it's a 10ft radius from creature. Should be able to get to roll20 this afternoon.


Maps: Travel * Hut and more

Everyone looks like they are in a good place. Rolling now for fall height.

Fall (Ami): 10d5 - 10 ⇒ (5, 2, 5, 3, 5, 2, 5, 5, 3, 5) - 10 = 30 (Ami should reduce the damage taken by 4 for a total of 9 instead of 13.)
Fall (Aldebert): 10d5 - 10 ⇒ (3, 3, 2, 2, 4, 2, 2, 3, 2, 1) - 10 = 14 (Aldebert takes 1d6 ⇒ 2 dmg.)

The creature lashes out with its slamming attacks at the bringer of fire.

1st slam: 1d20 + 14 ⇒ (1) + 14 = 15 (miss)
2nd slam: 1d20 + 14 ⇒ (6) + 14 = 20, dmg: 1d8 + 4 ⇒ (4) + 4 = 8

Round 4: All PCs now acting.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 4, Initiative: 5

Status:
HP: 54/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (1/??m), Blessed (?/?m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Hero’s Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 35/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/60m), Blessed (?/?m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert drifts down the few feet thanks to his ring of feather falling. Thanks for mentioning it Mahdi. I forgot I had one also!

Gretiem redoubles his efforts now that the wind is not howling in his ears.
Gretiem Bite: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15 (bless, haste, flank) damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Haste Gretiem Bite: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27 (bless, haste, flank) damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

Aldebert, happy to feel the ground beneath his feet yet again, lashes out as well!
Hammer (magic): 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20 (bless, haste, flank) damage: 1d6 + 7 ⇒ (1) + 7 = 8
Hammer (magic): 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 (bless, haste, flank) damage: 1d6 + 7 ⇒ (5) + 7 = 12
Haste Hammer (magic): 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32 (bless, haste, flank) damage: 1d6 + 7 ⇒ (5) + 7 = 12

Crit Threat Haste Hammer (magic): 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27 (bless, haste, flank) damage: 1d6 + 7 ⇒ (1) + 7 = 8

I put Gretiem on the map where he’d have been from before - presuming he backed up (5’ steps) as the whirlwind shifted. Sorry, I keep forgetting to put him down on the map when we’re separated…I’ll try to do better.


Maps: Travel * Hut and more

Good deal on the feather ring.

As Gretiem and Aldebert redouble their efforts they are rewarded, the elemental is clearly becoming more of a wispy shape with each landed attack. Among them a slight bite and a solid hammer strike lands against the airy attacker.

Round 4: Actions remaining for everyone but Aldebert.

GM:
AE: 19/68


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 2, Init 14

Yeen barely stops to sniff if Ami is alright before attacking the puff again.

Yeen:
1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22 to hit; (bite, bless)
1d6 + 4 ⇒ (2) + 4 = 6 damage.

1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 to hit; (claw, bless)
1d4 + 4 ⇒ (3) + 4 = 7 damage.

1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 to hit; (claw, bless)
1d4 + 4 ⇒ (1) + 4 = 5 damage.

Ami rises from the ground, casting angry glances at the puff. He mounts Yeen again.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 20/39 Ami; 42/42 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Round 4, Initiative 7

Otah, relieved to see the whirlwind slow, shifts his grip on his weapon as he steps forward to strike.

+1 Cold Iron Horsechopper, full attack, moved, haste: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24for: 1d10 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9
Horsechopper, Iterative, moved, haste: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23 for: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16
+1 Cold Iron Horsechopper, hasted attack, moved, haste: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30for: 1d10 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
+1 att/dam for moving!


Maps: Travel * Hut and more

Although Yeen's teeth sink into the creature; though damage is minimal, it is clear that Otah is inspired by the animal's perseverance. The dwarf's attacks strike not once, but three times. As the creature's airy form blows into naught but wisps that quickly disappear, it is clear that it has returned to its home plane.

Combat is over.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert stops, breathing heavily. Once he catches his breath, he says, "If every one of 'em has toys like this guy, we're going to be in trouble."

He remounts Gretiem and turns to his brother, "See if you can find anything on the body. Maybe he had some other toys you can use." He grins at the though of one of those air-demons fighting for them instead of the opposition. "Potions of healing would be nice too. It's going to be a long day."

Gretiem pads over to the door, where Aldebert places his ear to see if he can hear anything on the other side.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami looks at his wounds -19 hp as he checks to see if Yeen has taken any wounds.

"That was the strangest fight yet! Brother! Did you see me fly? I flew, I did!" Ami says excitedly. "But then, I fell." Ami frowns under his scarf.

"Mahdi, did you see me fly? Did you?"

Aldebert Piddlespot wrote:
"See if you can find anything on the body. Maybe he had some other toys you can use."

Ami leans over off Yeen to search the body while Yeen tears the gnoll's neck out.


Maps: Travel * Hut and more

Bit of house keeping in order. mahdi searched the previous corpses so need to catch up on those, this one, and some item costs in the spreadsheet. Aim to do that today as tomorrow and the coming first week of school will make for some busy time at home.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Cool on the housekeeping. Let me know if I can help.

Amiamble Piddlespot wrote:
"That was the strangest fight yet! Brother! Did you see me fly? I few, I did!" Ami says excitedly. "But then, I fell." Ami frowns under his scarf.

"Not even birds fly forever my brother, but yes, we should find a way for you to fall more softly." he grins back.

I too am injured as is Gretiem. ~10hp each. As I recollect though, the AP has kept our healing low - no wand. Or am I misremembering?


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent bounds up to Otah, clapping him on the back. "That was some fine work, Odie. Got that thing under control as fast as could be. Perhaps you should be leading, eh? Much rather be behind you than in front. I'll even relent in my speed to see such things come to pass." The gnome grins widely.

Pent has a Wand of CLW, 7 charges, last expenditure of it, May, '15.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami asks for the wand so that he might tend to his wounds.

1d8 + 1 ⇒ (1) + 1 = 2 healing
1d8 + 1 ⇒ (4) + 1 = 5 healing
1d8 + 1 ⇒ (3) + 1 = 4 healing
1d8 + 1 ⇒ (2) + 1 = 3 healing

4 charges used, 3 left.

Ami looks ready to move on. He will carry the wand unless Pent wants it back.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent turns to Ami, raising his eyebrows, and crossing his arms. "What was that? You want what? The wand? The wand of healing? The wand of healing that only has so much energy to heal the lot of us as we trudge our ways up and out of this dangerous den of dentally-boosted denizens? You know what could have just happened now? I could have snuck up on the sole gnoll, and clapped him with Sarah's strictures, and he wouldn't have dropped the gem that brought the breeze that wrought the damage that makes you ask for the wand. And, we would have had a gem at our disposal, not theirs. So, what's it gonna take both you and Aldi to stop running off into danger without any thought of assistance from Maddie or I, or for that matter, without any thought at all, other than another ear on your chain?"

The gnome grumps, and doesn't cough up the healing wand.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert steps in between Yeen and his brother, and Pent.

"I understand you had a plan Pent, but you cannot withhold healing because we didn't follow your plan. Hindsight is superior to foresight, and it looked for all the world like we had one simple gnoll on our hands. And we did."

"That he had a magic item of great power was not clear to any of us. So back down dear Pent. There will be opportunities yet for you to utilize your powers to their fullest in due time. And we may need that power against much tougher foes than this."

"We must take risks and try to save our greater powers for the hoards above us and the tougher foes. There was no way to know this one held such magics, and we cannot use your strictures on every creature we come across."

He gently holds out his hand for the wand...

If he gets it:
He uses the wand on himself and Gretiem, once each, before handing the wand to his brother. That will leave just one charge remaining. :(
CLW Gretiem: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Aldebert: 1d8 + 1 ⇒ (3) + 1 = 4

If he is refused:
"Pent. Come now. We are a team. Surely you're not suggesting I cease my attacks anytime we don't do what I want? No, I fight for the group, whatever we do, as long as the cause is just - and in this case we're in agreement that the gnoll be neutralized, we just differ as to how."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi groans in pain as the elemental batters him once more, before Otah's attack dissolves the thing into nothing.

He sits down for a moment, heavily, on some rubble, one hand rubbing at his aching ribs and many bruises from the battle. The sound of the arguing over healing reaches him and he glowers at... well, everyone, as Mahdi is indiscriminate in his glowering.

"Ugh. Stop yapping, all of you. Several of us are injured. Pent, can you call on... 'Sarah' for collective healing, today?" (Channels?)

Pent isn't wrong, though-- if we work together instead of the first person charging any foe we see.... we will be far more effective, and less likely to end up with shattered ribs."

(On a purely OOC note, can we just assume things like 'the party is sticking together and moving together unless someone is explicitly scouting ahead'? We've had a few battles now where several of us have wound up spending turns doing nothing but double-moving to catch up to where the fight is, because OOCly people don't always have time or access to make sure they are exactly in the right position on the map at all times. As a rule, in my games, I assume the party is generally 'sticking together' unless people state they are explicitly doing otherwise.)


Maps: Travel * Hut and more

Several things, which I've spoilered below for ease of reading. Will post the other house keeping stuff to discussions.

Loot:
Each gnoll carries the following: potion of cure light wounds; Other Gear +1 studded leather armor, masterwork scimitar, masterwork composite longbow (+4 Str) with 20 arrows (poisoned with Huge scorpion venom; DC 18 Fort Save, 1d6/1d6 Con damage), stingchuck. So each item x3.

Party movement:
In instances where a character 'charges' ahead separation makes sense. For separation caused by roll20 access, I agree. We need to figure something out. Things could slow down, but I'd prefer that everyone move their tokens. We could just go with a a 'party' token that is moved. Open to thoughts. My thought is that when I ask people to position their token that I'll hold off on initiative until I have confirmation from everyone (or a 'please position my token' type thing).

Healing:
Yes, Aldebert is correct. Limit of healing so far in the AP. That will change at the end of this book as the settlement will be fully operational.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami growls at Pent, a move that Yeen soon copies. The pair begin circling the gnome, ready to take what the gnome was hoarding, something that was not his to hoard.

"You do not tell *me* how to hunt gnolls, Gnome," Ami hisses, preparing to pounce. "We hunt the servants of the Rough Beast as Sarenrae instructs. There are risks in what we do, but we do it gladly to make the world better under the sun. If you do not like hunting, continue to hide in the back...in our shadow. We give them the tooth and claw...something you will soon be learning more about."

Aldebert Piddlespot wrote:
Aldebert steps in between Yeen and his brother, and Pent.

Ami snarls under his scarf, his eyes still narrowed on the heretic beast lover. But he keeps Yeen from pouncing while he waits for his brother to be answered.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Aldebert wrote:
"I understand you had a plan Pent, but you cannot withhold healing because we didn't follow your plan. Hindsight is superior to foresight, and it looked for all the world like we had one simple gnoll on our hands. And we did. That he had a magic item of great power was not clear to any of us. So back down dear Pent. There will be opportunities yet for you to utilize your powers to their fullest in due time. And we may need that power against much tougher foes than this. We must take risks and try to save our greater powers for the hoards above us and the tougher foes. There was no way to know this one held such magics, and we cannot use your strictures on every creature we come across."

Pent steps back as the noble half steps between he and Ami to defend his little brother. From what, the gnome looks confused.

"Bah, I'm not withholding anything, Aldi. But it sure seems I've got your attention, in a moment in which seems best to have it."

Selective Channeling, no no Gnoll: 3d6 ⇒ (2, 1, 2) = 5
Chance of Emissions, Lows a go: 1d10 ⇒ 6

"If you want to play the game of 'shaded eyes see no prize', then you can claim your ignorance of any situation you blindly stumble into, since you do no due diligence to perform your duty. My powers? I have none, save for Sarah's Gifts. And I'm tasked to use them, given the chance to do so. If I wait for a 'better' chance, I lose the one that past us by. The future is full of better chances, as you can foresee. As for not knowing, how does anyone get to know, if not for a little nip and tuck on the shirttail of scouting and sniffing?"

Mahdi wrote:
" Pent, can you call on... 'Sarah' for collective healing, today?"

"Another wave, coming up, yep."

The gnome clenches again.

Selective Channeling, no no Gnoll: 3d6 ⇒ (6, 5, 3) = 14
Chance of Emissions, Lows a go: 1d10 ⇒ 7

Aldebert wrote:
"Pent. Come now. We are a team. Surely you're not suggesting I cease my attacks anytime we don't do what I want? No, I fight for the group, whatever we do, as long as the cause is just - and in this case we're in agreement that the gnoll be neutralized, we just differ as to how."

"You think I'm trailing behind you two because I'm selfish? You yapping about hypotheticals that never were, never will be grows very little in our garden, Aldi. Yeah, our garden. Not mine, not yours, ours. We all water it the best way we can, with the hoes we have. I'm not holding my bladder to be pissy. I'm holding it so I know where the stream is best directed."

Ami wrote:
"You do not tell *me* how to hunt gnolls, Gnome. We hunt the servants of the Rough Beast as Sarenrae instructs. There are risks in what we do, but we do it gladly to make the world better under the sun. If you do not like hunting, continue to hide in the back...in our shadow. We give them the tooth and claw...something you will soon be learning more about."

Pent steps aside of Aldebert, protector of brothers. He looks to Ami, sadly. "And you do not demand Sarah's healing like a spoiled child, Ami. If it were up to you, you'd have taken this wand of precious healing, and squandered it away selfishly on healing your cat, ignoring the opportunity to heal, as a team. Now," the gnome produces the wand, and hands it to the halfling, "you can hold onto the wand, with its greater stores, for a time when you may need it the most."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Pent wrote:

"...shaded eyes see no prize'"

"...The future is full of better chances"
"...shirttail of scouting and sniffing?"
"...never will be grows very little in our garden"

Aldebert tries to follow Pent's logic, but he just can't manage it. He feels the healing flowing through him though, and he sees Pent's sadness.

He pats him on the back, "Buck up Pent! We'll do better next time - right? Thanks for Sarenrae's Gifts - as channeled by you. And we'll try to pay more attention to, er, shirttails and things OK?"

He looks to the group. "Where now? Through this door, or up these stairs? I think we check the door first, then the stairs, but I'm open to suggestions." he looks directly at Pent, hoping for a suggestion.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Pent Arotha wrote:
"And you do not demand Sarah's healing like a spoiled child, Ami. "

Ami looks at his brother, trying to see if his brother takes any of the gnome's words for reality. He seemingly does not, thankfully.

I demanded none of Sarenrae's healing. Only the wand that was our shared finding.

Ami looks the gnome up and down.

Pent Arotha wrote:
"If it were up to you, you'd have taken this wand of precious healing, and squandered it away selfishly on healing your cat, ignoring the opportunity to heal, as a team."

Ami pauses his annoyed rage as the gnome twice toots, healing all. He looks again at the gnome, mollified.

I won't even mention that Yeen was not injured and wasn't to use it on him. It would have been for me.

Ami turns away, again having more important things to do, like hunt gnolls. He declines to mention that the gnome was wrong about everything.

He instead gives the gnome a nod of thanks.


Maps: Travel * Hut and more

Roll20 updated with further visible areas / closed doors.

H4
A wide archway opens into a large square room. Along the room’s outer walls, statues of robed, morbidly obese humans sit cross-legged, perhaps in some sort of praying position. The heads of all the statues have been smashed off. In their place rest small piles of humanoid skulls. In the center of the room four iron braziers surround a marble font half full of brownish, stagnant-looking water.

H8

Piles of broken stone partially block this archway. Several hideous scarecrows made from the headless corpses of slain troglodytes stand propped against the walls here.

Perception:
Mahdi: 1d20 + 3 ⇒ (3) + 3 = 6 (normal)
Aldebert: 1d20 + 9 ⇒ (3) + 9 = 12
Pent: 1d20 + 7 ⇒ (9) + 7 = 16 (low-light)
Amiamble: 1d20 + 10 ⇒ (14) + 10 = 24 (normal)
Yeenoghu: 1d20 + 6 ⇒ (10) + 6 = 16 (low-light)
Otah: 1d20 + 2 ⇒ (16) + 2 = 18 (darkvision)

>74 Ami makes the perception check: 1d100 ⇒ 90

Perception>24:
You hear the sound of distant footsteps approaching from the west (beyond H8)


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi lets out a little whuff of a sigh as Pent's healing (and thankfully nothing else) washes over him. "That's better. Ow. Whatever else, I cannot fault you as a medic."

He wriggles a little, testing that his ribs have knit themselves back together. Mahdi helps gather the gear from the fallen gnolls-- useful potions, ah yes-- the arrows look nastily painful, noted-- and then he peers through the rubble of the next room.

"...are those butchered bodies... fresh?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami holds up his hands, indicating silence. His tiny halfling head tilts gently to the west.

"I hear footsteps approatching," Ami hisses from under his scarf, looking for a place to hide so that he might pounce whomever rushes forward. "They come through the doors."

Ami pads Yeen out of sight of the doors should they be opened. Moved Ami on map.

"Brother. Oooo-TAH, get ready." Ami says, casting Divine Favor on Yeen.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah pulls out his journal and jots down some notes on the effective tactics of stabbing an air elemental with a horse-chopper and how best to avoid it's windy snare. He glances up a few times during the exchange between the small members of the party. After hashing out a quick sketch of the elemental and the party's positioning, he puts the journal away.

Amiamble wrote:
"You do not tell *me* how to hunt gnolls, Gnome," Ami hisses, preparing to pounce. "We hunt the servants of the Rough Beast as Sarenrae instructs. There are risks in what we do, but we do it gladly to make the world better under the sun. If you do not like hunting, continue to hide in the back...in our shadow. We give them the tooth and claw...something you will soon be learning more about."

"The gnome has the right of it Ami, you should not lecture him about hiding in the back when you and Yeen spring so far forward." he chides, although it's fairly evident that he's projecting his own dissatisfaction with his own speed.

Amiamble wrote:
Ami snarls under his scarf, his eyes still narrowed on the heretic beast lover.

Otah watches as Ami turns and moves off, then moves next to Aldebert. He clasps him on the shoulder gently and bends to whisper in his ear. "As your brother's conscience you should know that he brooks no favor by treating the rest of us as his foes."

He steps into the next room H4 to examine it's contents more closely.


Maps: Travel * Hut and more

H4:
The water is dank and smells sour. At least one of the skulls looks gnoll, but most are human. Many have been here some time, but there is one that seems but a week old.

Perception>19:
The sounds of foot steps grow closer. Bits of gnoll speech can be heard, though not clearly enough to understand.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Otah Cragsmith wrote:
Otah watches as Ami turns and moves off, then moves next to Aldebert. He clasps him on the shoulder gently and bends to whisper in his ear. "As your brother's conscience you should know that he brooks no favor by treating the rest of us as his foes."

"He does get excited, but he's a good guy surely you can see that." he murmurs back grinning hopefully. Louder he says, "Sounds like we have company Otah, come join me and let's take them."

He then nudges Gretiem forward and takes up a position near the double doors, also just out of sight peering around a pillar.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

There was a Bless spell recently, but I've lost track of time. Pent, is it still going?


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

3 Rounds with the Hyena-dogs, then sneaking up on gnoll, into 4 Rounds with the Air Ellie, into square-off... up to the GM for how much of a 6-minute casting of Bless is left over...


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah quickly scans the room he was investigating and moves off to join Aldebert.

"Where?"

As the halflings take positions, he nods to them, and scurries to the side of the door, ready to thrust his reach weapon into anything that comes hostile through it.


Maps: Travel * Hut and more

Assuming Bless expired during the searching of the gnolls.

Gnollish & Perception>14:
"Can you believe what he did to Rokova. I for one plan to get my belongings and get out of here." "If I were you I'd just go along with his plan. Better to help him find the intruders than to end up gutted."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

"Keep one of them alive. They mutter about a gutter of gnolls. And they're looking for intruders on orders..." Pent keeps somewhat close by, whispering at the beartrap forming at the door...


Maps: Travel * Hut and more

Swinging open, the doors reveal a trio of gnolls who look to be heading right pass the nearest doors.

Need stealth rolls from those hiding. Also, checking in. Everyone positioned as desired on Roll20?


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

1d20 + 8 ⇒ (10) + 8 = 18 Stealth

Ami crouches on Yeen, who also crouches, ready to spring. The cat can almost taste gnoll blood on his lips.

Ami is set.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Stealth: 1d20 + 1 ⇒ (6) + 1 = 7

Mahdi tries to sidle behind a pillar for cover as the others whisper that there's more gnolls coming. This tactic is of poor effectiveness.

He makes a mental note to investigate that brackish fountain in H4 once the current mutts have been dispatched.

Assuming the double-doors are the ones we are hearing gnolls from, then yes, positioned on map.

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